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	<id>https://dq-nz.org/dqwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jasons</id>
	<title>DQWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://dq-nz.org/dqwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jasons"/>
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	<updated>2026-10-19T08:55:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92982</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92982"/>
		<updated>2022-07-07T21:20:35Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Machinery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Lesser Trumps ==&lt;br /&gt;
=== Queen of Cups - Loyalty ===&lt;br /&gt;
	Play this lesser trump to force an entity to roll again if they fail a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to force an entity to make a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Devil - Enslave ===&lt;br /&gt;
	Play this lesser trump to force a target to roll again if they have resisted controlling or compelling magic&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to convert a failed attempt to resist magic that controls or compels to a success&amp;lt;br&amp;gt;&lt;br /&gt;
=== Three of Cups - Celebration ===&lt;br /&gt;
	Play this lesser trump to make the recovery from a disease or curse contagious&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to inflict a relapse of a disease or curse, requiring a second saving throw if applicable&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Jewellery ==&lt;br /&gt;
&lt;br /&gt;
=== Ring of Force ===&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
&lt;br /&gt;
=== Noxious Vapours - Bug Bomb ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+10 minutes / Rank), Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation inflicts a corrosive attack on digital, technical or arcane intelligence gathering devices and spells. Any such effect already placed must roll less than the Rank of this spell each hour, failure indicating the effect has stopped working. Any new effects of lower Rank than this spell automatically fail.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may be cast as a ritual if the Adept so chooses, taking 1 hour or 10 hours. If the 1 hour cast time is used, the duration is 1 hour (+1 per Rank). If the 10 hour cast time is chosen, the duration is increased to 4 weeks (+ 1 / Rank) and requires the burning of a diamond worth 4 tsg (+ Rank x 4 ). To make the effect permanent, a diamond worth 200 tsg is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Vehicle ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates a Spectral Vehicle with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;| A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6  &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|7 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, triangular boat 25&#039; long, 15&#039; wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson, triangular patrol boat 25&#039; long, 15&#039; wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; align =&amp;quot;Center&amp;quot;|12 - 14&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey flying saucer 15&#039; in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson flying saucer 15&#039; in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|16 or 17&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;, and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|19&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, space-capable flying saucer 15&#039; in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson space-capable flying saucer 15&#039; in diameter, capable of bearing up to 36 sizes humanoids at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger for one Spectral Torpedo to a maximum of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Grey Vehicles&#039;&#039;&#039;&lt;br /&gt;
* have no armour&lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
&#039;&#039;&#039;Crimson Vehicles&#039;&#039;&#039;&lt;br /&gt;
* reduce damage by 1 for every even Rank. &lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
* recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Cannon&#039;&#039;&#039;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Range &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|10 hexes&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 + 1 / 2 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Torpedo&#039;&#039;&#039;&lt;br /&gt;
TMR	Damage&amp;lt;br&amp;gt;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!TMR &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 for every four full Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16.&lt;br /&gt;
This damage is not Resistable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
=== RIP &amp;lt;s&amp;gt;Khamsin&amp;lt;/s&amp;gt; ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horseshoes of Blood &amp;amp; Iron===&lt;br /&gt;
When these horseshoes are attached to a horse, an equestrian whose Horsemanship is Rank 0 may drift down from any height at a rate of 30 hexes a Pulse and ride their mount an inch above the ground. The maximum height  above ground increases according to the following schedule:&lt;br /&gt;
{| border = 1 cellpadding = 2 style = &amp;quot;color:green; background-color:#ffffcc&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Height&lt;br /&gt;
!Rank&lt;br /&gt;
!Height&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|1 yard&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|2 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |4&lt;br /&gt;
|5 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |5&lt;br /&gt;
|10 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |6&lt;br /&gt;
| 21 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |7&lt;br /&gt;
|42 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |8&lt;br /&gt;
|85 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |9&lt;br /&gt;
|170 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |10&lt;br /&gt;
|341 yards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is measured as the distance from the ground not structures upon the ground nor from sea level so while tall structures may have to be circumnavigated, mountainous terrain features may be ascended, depending on the angle of ascent.&amp;lt;br&amp;gt;&lt;br /&gt;
At heights above the ground of 15 yards or more, the mount&#039;s movement rate increases by 2 miles per hour per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the mount&#039;s &#039;&#039;&#039;Kick&#039;&#039;&#039; attack may be advanced as Cesti, with a base Strike Chance of 45% and base Damage of [1 rollup D10 + 8]. Blows directly affecting EN may be inflicted on 20% of the modified Strike Check, and Possible Specific Grievous Injuries on 10%.&lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement - Blueprint ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement - Blueprint ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Mainspring - Blueprint ===&lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears - Blueprint ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Heart ===&lt;br /&gt;
This heart contains &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;| Containment&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Clockwork&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Alchemy&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Time&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 23 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92979</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92979"/>
		<updated>2022-07-06T09:40:02Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Lesser Trumps ==&lt;br /&gt;
=== Queen of Cups - Loyalty ===&lt;br /&gt;
	Play this lesser trump to force an entity to roll again if they fail a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to force an entity to make a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Devil - Enslave ===&lt;br /&gt;
	Play this lesser trump to force a target to roll again if they have resisted controlling or compelling magic&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to convert a failed attempt to resist magic that controls or compels to a success&amp;lt;br&amp;gt;&lt;br /&gt;
=== Three of Cups - Celebration ===&lt;br /&gt;
	Play this lesser trump to make the recovery from a disease or curse contagious&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to inflict a relapse of a disease or curse, requiring a second saving throw if applicable&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Jewellery ==&lt;br /&gt;
&lt;br /&gt;
=== Ring of Force ===&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
&lt;br /&gt;
=== Noxious Vapours - Bug Bomb ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+10 minutes / Rank), Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation inflicts a corrosive attack on digital, technical or arcane intelligence gathering devices and spells. Any such effect already placed must roll less than the Rank of this spell each hour, failure indicating the effect has stopped working. Any new effects of lower Rank than this spell automatically fail.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may be cast as a ritual if the Adept so chooses, taking 1 hour or 10 hours. If the 1 hour cast time is used, the duration is 1 hour (+1 per Rank). If the 10 hour cast time is chosen, the duration is increased to 4 weeks (+ 1 / Rank) and requires the burning of a diamond worth 4 tsg (+ Rank x 4 ). To make the effect permanent, a diamond worth 200 tsg is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Vehicle ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates a Spectral Vehicle with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;| A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6  &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|7 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, triangular boat 25&#039; long, 15&#039; wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson, triangular patrol boat 25&#039; long, 15&#039; wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; align =&amp;quot;Center&amp;quot;|12 - 14&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey flying saucer 15&#039; in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson flying saucer 15&#039; in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|16 or 17&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;, and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|19&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, space-capable flying saucer 15&#039; in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson space-capable flying saucer 15&#039; in diameter, capable of bearing up to 36 sizes humanoids at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger for one Spectral Torpedo to a maximum of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Grey Vehicles&#039;&#039;&#039;&lt;br /&gt;
* have no armour&lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
&#039;&#039;&#039;Crimson Vehicles&#039;&#039;&#039;&lt;br /&gt;
* reduce damage by 1 for every even Rank. &lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
* recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Cannon&#039;&#039;&#039;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Range &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|10 hexes&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 + 1 / 2 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Torpedo&#039;&#039;&#039;&lt;br /&gt;
TMR	Damage&amp;lt;br&amp;gt;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!TMR &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 for every four full Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16.&lt;br /&gt;
This damage is not Resistable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
=== RIP &amp;lt;s&amp;gt;Khamsin&amp;lt;/s&amp;gt; ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horseshoes of Blood &amp;amp; Iron===&lt;br /&gt;
When these horseshoes are attached to a horse, an equestrian whose Horsemanship is Rank 0 may drift down from any height at a rate of 30 hexes a Pulse and ride their mount an inch above the ground. The maximum height  above ground increases according to the following schedule:&lt;br /&gt;
{| border = 1 cellpadding = 2 style = &amp;quot;color:green; background-color:#ffffcc&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Height&lt;br /&gt;
!Rank&lt;br /&gt;
!Height&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|1 yard&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|2 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |4&lt;br /&gt;
|5 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |5&lt;br /&gt;
|10 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |6&lt;br /&gt;
| 21 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |7&lt;br /&gt;
|42 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |8&lt;br /&gt;
|85 yards&lt;br /&gt;
|-&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |9&lt;br /&gt;
|170 yards 1 foot&lt;br /&gt;
|align =  &amp;quot;center&amp;quot; |10&lt;br /&gt;
|341 yards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is measured as the distance from the ground not structures upon the ground nor from sea level so while tall structures may have to be circumnavigated, mountainous terrain features may be ascended, depending on the angle of ascent.&amp;lt;br&amp;gt;&lt;br /&gt;
At heights above the ground of 15 yards or more, the mount&#039;s movement rate increases by 2 miles per hour per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the mount&#039;s &#039;&#039;&#039;Kick&#039;&#039;&#039; attack may be advanced as Cesti, with a base Strike Chance of 45% and base Damage of [1 rollup D10 + 8]. Blows directly affecting EN may be inflicted on 20% of the modified Strike Check, and Possible Specific Grievous Injuries on 10%.&lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Heart ===&lt;br /&gt;
This heart contains &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;| Containment&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Clockwork&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Alchemy&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Time&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 23 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Mainspring x 1 ===&lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 26 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92978</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92978"/>
		<updated>2022-07-06T09:37:09Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Machinery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Lesser Trumps ==&lt;br /&gt;
=== Queen of Cups - Loyalty ===&lt;br /&gt;
	Play this lesser trump to force an entity to roll again if they fail a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to force an entity to make a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Devil - Enslave ===&lt;br /&gt;
	Play this lesser trump to force a target to roll again if they have resisted controlling or compelling magic&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to convert a failed attempt to resist magic that controls or compels to a success&amp;lt;br&amp;gt;&lt;br /&gt;
=== Three of Cups - Celebration ===&lt;br /&gt;
	Play this lesser trump to make the recovery from a disease or curse contagious&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to inflict a relapse of a disease or curse, requiring a second saving throw if applicable&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Jewellery ==&lt;br /&gt;
&lt;br /&gt;
=== Ring of Force ===&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
&lt;br /&gt;
=== Noxious Vapours - Bug Bomb ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+10 minutes / Rank), Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation inflicts a corrosive attack on digital, technical or arcane intelligence gathering devices and spells. Any such effect already placed must roll less than the Rank of this spell each hour, failure indicating the effect has stopped working. Any new effects of lower Rank than this spell automatically fail.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may be cast as a ritual if the Adept so chooses, taking 1 hour or 10 hours. If the 1 hour cast time is used, the duration is 1 hour (+1 per Rank). If the 10 hour cast time is chosen, the duration is increased to 4 weeks (+ 1 / Rank) and requires the burning of a diamond worth 4 tsg (+ Rank x 4 ). To make the effect permanent, a diamond worth 200 tsg is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Vehicle ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates a Spectral Vehicle with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;| A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6  &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|7 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, triangular boat 25&#039; long, 15&#039; wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson, triangular patrol boat 25&#039; long, 15&#039; wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; align =&amp;quot;Center&amp;quot;|12 - 14&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey flying saucer 15&#039; in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson flying saucer 15&#039; in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|16 or 17&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;, and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|19&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, space-capable flying saucer 15&#039; in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson space-capable flying saucer 15&#039; in diameter, capable of bearing up to 36 sizes humanoids at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger for one Spectral Torpedo to a maximum of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Grey Vehicles&#039;&#039;&#039;&lt;br /&gt;
* have no armour&lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
&#039;&#039;&#039;Crimson Vehicles&#039;&#039;&#039;&lt;br /&gt;
* reduce damage by 1 for every even Rank. &lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
* recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Cannon&#039;&#039;&#039;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Range &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|10 hexes&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 + 1 / 2 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Torpedo&#039;&#039;&#039;&lt;br /&gt;
TMR	Damage&amp;lt;br&amp;gt;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!TMR &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 for every four full Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16.&lt;br /&gt;
This damage is not Resistable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===&amp;lt;s&amp;gt;Khamsin&amp;lt;/s&amp;gt; ===&amp;lt;s&amp;gt;&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Heart ===&lt;br /&gt;
This heart contains &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;| Containment&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Clockwork&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Alchemy&lt;br /&gt;
| Align=&amp;quot;Center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
| Align=&amp;quot;Left&amp;quot;|Time&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 23 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Mainspring x 1 ===&lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 26 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92728</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92728"/>
		<updated>2022-06-15T07:16:44Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||This necrotech device is 10cm across in diameter and 20cm long. It looks like it&#039;s made from glass, but it can&#039;t be seen through - like lalique glassware. There is a brass strap runs around the top of it and a bakelite plug that goes over top. This device can trap spirits.&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||Bishop||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||Bishop||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92261</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92261"/>
		<updated>2022-03-26T08:33:52Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Ring of Force */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||Bishop||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||Bishop||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92260</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=92260"/>
		<updated>2022-03-26T08:33:13Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Lesser Trumps ==&lt;br /&gt;
=== Queen of Cups - Loyalty ===&lt;br /&gt;
	Play this lesser trump to force an entity to roll again if they fail a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to force an entity to make a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Devil - Enslave ===&lt;br /&gt;
	Play this lesser trump to force a target to roll again if they have resisted controlling or compelling magic&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to convert a failed attempt to resist magic that controls or compels to a success&amp;lt;br&amp;gt;&lt;br /&gt;
=== Three of Cups - Celebration ===&lt;br /&gt;
	Play this lesser trump to make the recovery from a disease or curse contagious&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to inflict a relapse of a disease or curse, requiring a second saving throw if applicable&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Jewellery ==&lt;br /&gt;
&lt;br /&gt;
=== Ring of Force ===&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
&lt;br /&gt;
=== Noxious Vapours - Bug Bomb ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+10 minutes / Rank), Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation inflicts a corrosive attack on digital, technical or arcane intelligence gathering devices and spells. Any such effect already placed must roll less than the Rank of this spell each hour, failure indicating the effect has stopped working. Any new effects of lower Rank than this spell automatically fail.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may be cast as a ritual if the Adept so chooses, taking 1 hour or 10 hours. If the 1 hour cast time is used, the duration is 1 hour (+1 per Rank). If the 10 hour cast time is chosen, the duration is increased to 4 weeks (+ 1 / Rank) and requires the burning of a diamond worth 4 tsg (+ Rank x 4 ). To make the effect permanent, a diamond worth 200 tsg is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Vehicle ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates a Spectral Vehicle with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;| A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6  &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|7 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, triangular boat 25&#039; long, 15&#039; wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson, triangular patrol boat 25&#039; long, 15&#039; wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; align =&amp;quot;Center&amp;quot;|12 - 14&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey flying saucer 15&#039; in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson flying saucer 15&#039; in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|16 or 17&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;, and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|19&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, space-capable flying saucer 15&#039; in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson space-capable flying saucer 15&#039; in diameter, capable of bearing up to 36 sizes humanoids at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger for one Spectral Torpedo to a maximum of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Grey Vehicles&#039;&#039;&#039;&lt;br /&gt;
* have no armour&lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
&#039;&#039;&#039;Crimson Vehicles&#039;&#039;&#039;&lt;br /&gt;
* reduce damage by 1 for every even Rank. &lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
* recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Cannon&#039;&#039;&#039;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Range &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|10 hexes&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 + 1 / 2 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Torpedo&#039;&#039;&#039;&lt;br /&gt;
TMR	Damage&amp;lt;br&amp;gt;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!TMR &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 for every four full Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16.&lt;br /&gt;
This damage is not Resistable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===&amp;lt;s&amp;gt;Khamsin&amp;lt;/s&amp;gt; ===&amp;lt;s&amp;gt;&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92258</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92258"/>
		<updated>2022-03-25T06:31:46Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||Bishop||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||Bishop||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92257</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92257"/>
		<updated>2022-03-25T06:26:11Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92256</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92256"/>
		<updated>2022-03-25T06:21:55Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92255</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92255"/>
		<updated>2022-03-25T06:21:05Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a protected power bank. The bank is raised by sacrificing sequential amounts to it, starting at 1 expp. Each time a prime is sacrificed, the capacity of the power bank is increased to the value of the previous prime in power.  For example, when 7 expp are sacrificed (28 expp in total) then the bank becomes 5 power (the prime before 7).  The bank can be filled by spending power, which can be recovered in the usual way.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92244</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92244"/>
		<updated>2022-03-24T08:41:16Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Ring of Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||Bishop||#4||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92243</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92243"/>
		<updated>2022-03-24T08:41:12Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Furnace of Righteousness ===&lt;br /&gt;
A bronze oven has somehow been embedded into Logan-Kai&#039;s abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.&lt;br /&gt;
&lt;br /&gt;
=== Wind of Heaven ===&lt;br /&gt;
This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Result&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Damage&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|MPH&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|01â€“05 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|06â€“15 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|16â€“30 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|31â€“50 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|2 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4â€“7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|51â€“70 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|71â€“85 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|86â€“95 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|96â€“100 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|6 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|25â€“31&lt;br /&gt;
|}&lt;br /&gt;
The result may be modified up or down by up to the Rank of the Windwhistle spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.&amp;lt;br&amp;gt;&lt;br /&gt;
This ability cools down for 4 Pulses once it has been used.&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92242</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92242"/>
		<updated>2022-03-24T08:40:32Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* The Name of the Sunlord of Cyrenaica */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||Bishop||#4||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92241</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92241"/>
		<updated>2022-03-24T08:40:27Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Furnace of Righteousness ===&lt;br /&gt;
A bronze oven has somehow been embedded into Logan-Kai&#039;s abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.&lt;br /&gt;
&lt;br /&gt;
=== Wind of Heaven ===&lt;br /&gt;
This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Result&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Damage&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|MPH&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|01â€“05 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|06â€“15 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|16â€“30 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|31â€“50 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|2 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4â€“7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|51â€“70 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|71â€“85 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|86â€“95 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|96â€“100 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|6 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|25â€“31&lt;br /&gt;
|}&lt;br /&gt;
The result may be modified up or down by up to the Rank of the Windwhistle spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.&amp;lt;br&amp;gt;&lt;br /&gt;
This ability cools down for 4 Pulses once it has been used.&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92240</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=92240"/>
		<updated>2022-03-24T08:37:47Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Blue Laen Mace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|2xPhial||||Vamps outside church||potions of remorse&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Naimon|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||Naimon||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Naimon||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||Naimon||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Naimon||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||Naimon||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||Naimon||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Bishop|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||Bishop||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||Bishop||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||Bishop||#4||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Device||Bishop||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||Bishop||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Muse|||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||Muse||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||Muse||#7||Sacrifice expp to create a capacity. Battery is raised by sacrificing sequential amounts to it, starting at 1pt. The capacity of the battery is equal to the sum of the next two lowest prime numbers that are lower than the current sequence. Thus, sacrificing 6expp (1 expp to raise it to 1, another 2expp to raise it to 2 and then 3expp to raise it to 3) will raise the sequence to 3. The next two lowest primes of 3 are 2 and 1, so the capacity of the battery is 2+1 = 3. Sacrificing 4expp will then take the sequence to 4 and then sacrificing another 5expp will take it to 5, which is a prime number and so the next two lowest froms from 5 are 3 and 2, thus the battery capacity is now 3+2=5&lt;br /&gt;
|-&lt;br /&gt;
|Pair of Figurines||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||Muse||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||Muse||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||Muse||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Vial||Muse||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
|Hood||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92239</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=92239"/>
		<updated>2022-03-24T08:37:36Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Furnace of Righteousness ===&lt;br /&gt;
A bronze oven has somehow been embedded into Logan-Kai&#039;s abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.&lt;br /&gt;
&lt;br /&gt;
=== Wind of Heaven ===&lt;br /&gt;
This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Result&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Damage&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|MPH&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|01â€“05 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|06â€“15 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|16â€“30 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|31â€“50 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|2 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4â€“7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|51â€“70 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|71â€“85 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|86â€“95 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|96â€“100 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|6 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|25â€“31&lt;br /&gt;
|}&lt;br /&gt;
The result may be modified up or down by up to the Rank of the Windwhistle spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.&amp;lt;br&amp;gt;&lt;br /&gt;
This ability cools down for 4 Pulses once it has been used.&lt;br /&gt;
&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91948</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91948"/>
		<updated>2022-03-12T03:59:07Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||N||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||N||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||B||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||N||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||N||#7||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Boots||N||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||B||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||B||#4||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Pair of Figurines&amp;lt;/s&amp;gt;||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Device||B||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||N||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||B,M||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||B,N,M||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||M||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||B||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Vial||||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Hood&amp;lt;/s&amp;gt;||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|-&lt;br /&gt;
|Phial||||Vamps outside church||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||||Vamps outside church||Looks a little like a crystal of vision, but is tetrahedral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91947</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91947"/>
		<updated>2022-03-12T01:44:42Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||N||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||N||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||B||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||N||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||N||#7||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Boots||N||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||B||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Pair of Figurines&amp;lt;/s&amp;gt;||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Device||B||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||N||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||B,M||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||B,N,M||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||M||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||B||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Vial||||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Hood&amp;lt;/s&amp;gt;||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|-&lt;br /&gt;
|Phial||||Vamps outside church||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||||Vamps outside church||Looks a little like a crystal of vision, but is tetrahedral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91942</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91942"/>
		<updated>2022-03-11T03:52:23Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||N||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||N||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||B||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||N||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||N||#7||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Boots||N||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||B||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Pair of Figurines&amp;lt;/s&amp;gt;||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Device||B||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||N||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||M||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||B,N,M||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||M||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||B||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Vial||||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Hood&amp;lt;/s&amp;gt;||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|-&lt;br /&gt;
|Phial||||Vamps outside church||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||||Vamps outside church||Looks a little like a crystal of vision, but is tetrahedral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91941</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91941"/>
		<updated>2022-03-11T03:51:20Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
Allocated To column is being used to register interest - put in your Initial (B/N/M) and once its allocated we&#039;ll swap it to the characters name.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||N||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||N||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||B||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||N||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||N||#7||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Boots||N||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||B||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Pair of Figurines&amp;lt;/s&amp;gt;||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Device||B||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||N||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||B||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||M||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||B,N,M||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||M||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||B||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Vial||||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Hood&amp;lt;/s&amp;gt;||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|-&lt;br /&gt;
|Phial||||Vamps outside church||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||||Vamps outside church||Looks a little like a crystal of vision, but is tetrahedral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91936</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91936"/>
		<updated>2022-03-11T02:59:36Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
{|&lt;br /&gt;
!Item!!Allocated To!!Source!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Buckles||N||Bound Vamp||If you spend a pt of FT you can step into air but only lasts until you run out of movement at which point you fall&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||N||Remorsed vamp||Rk 18: Summoning for Locusts of the Pit, Wall of Thorns, Anti-magic field, Sacrifice, Summon Totem Helper, Miracle&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Headband||||#9||If you have ForceShield you can cast it and it (1) gives you a bonus to the ablative shield (2) Makes resist temp ablatative as well 1pt per rank, but have to resist every time you use it&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||||#9||61 Base SC. 2d10! Base damage.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Trap device||B||#9||Weird necromantic device - necrotech. Can trap spirits&lt;br /&gt;
|-&lt;br /&gt;
|Wand of Fireballs||N||#9||Has 21 charges of rank 11 fireball&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal battery||N||#7||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll||||#7||Wizard Eye, Charm, Paralysis (fail, you&#039;re paralysed), Immolation (either does heat damage or cold damage, but also gives you 20pts of defense and 1rollupd10 fire / cold damage)&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Boots||N||#5||Increase TMR by 1 and your movement rate by 50 only on ground&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - tk rage||||#5||Lets you increase your rank of your TK rage spell by 1&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Cone of Incense||B||#4||No automatic chance of breaking your concentration.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal - battery||||#4||Sacrifice expp to create a capacity. Put in 5 expp, get 1 point power battery. Then, 6 expp to store 2 in it. Then 9 expp to get to 3. At 28 expp, can store 5 pts. To get to 7, you need to spend 34.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Pair of Figurines&amp;lt;/s&amp;gt;||Muse||#4||Associated with Astrological signs - hands, one is Crab (strong pincers), other is Scorpion (Sting)&lt;br /&gt;
|-&lt;br /&gt;
|Device||B||#4||Spider with a clockwork key coming out of the back&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand||N||#3||Focus wand, increases the rank of mirror image spell by 1&lt;br /&gt;
|-&lt;br /&gt;
|Red Crystal||B||#3||Like an invested, but use at purification time. Choose from 1 of 3 effects. (1) Body purification, if you are afflicted with poison / disease, you get to apply your purification bonus to resisting. (2) If you are struck by energy of some kind, if you resist, you avoid it completely, if you resist at 20% or less of your resistance, you reflect it back at the caster. (3) Dark vision by seeing through other minds&lt;br /&gt;
|-&lt;br /&gt;
|Ranged hand device||B,M||#3||can wind the hand up and if you have an appropriate spell, give yourself manual dex and 1 handed str at range&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ring of spell storing||B,N,M||#2||Lets you store 1 spell, 1EN to bind to it. Then can store 1 spell in it.&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||M||#1||Made with some kind of stabilised Hydrargyrum. 4pts of defense per rank. Adds the same value to the bearers resistance to pyrogenisis and flash of light. If you roll under 20% of magic resistance to an attack, can reflect it back at the caster.&lt;br /&gt;
|-&lt;br /&gt;
|Plate mail made out of crystal||||#1||Transparent crystal, can cast in, feeds on your FT. Heavy.&lt;br /&gt;
|-&lt;br /&gt;
|Sword - device||B||#1||Chain sword&lt;br /&gt;
|-&lt;br /&gt;
|Vial||||#1||Swallow it and it gives you a poison gland that you can spit / bite with (if you have fangs).&lt;br /&gt;
|-&lt;br /&gt;
||||||||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;s&amp;gt;Hood&amp;lt;/s&amp;gt;||Muse||Vamps outside church||Hood - 3pts spell armour&lt;br /&gt;
|-&lt;br /&gt;
|Phial||||Vamps outside church||&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||||Vamps outside church||Looks a little like a crystal of vision, but is tetrahedral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Knight of Wands===&lt;br /&gt;
&#039;&#039;&#039;Conjure the Hornets of Pharpharash&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Hornets of Pharpharash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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 Animal 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{BeastStats|2|None|22|None|4|6|9|17|5|10|None}}&lt;br /&gt;
;Weapon: &lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;| Armour&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|D10&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Cloth &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Leather &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;5&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Scale &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Lamellar&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Partial Plate &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Chain&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Full Plate    &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|=&amp;lt;8&lt;br /&gt;
|}&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;s discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controlling Animals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Flying Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient Cantrip ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Deep Breath ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA Pulses&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Rest of the Pulse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another&#039;s spell. In other words, if the Adept&#039;s MA is 20, they may increase the Cast Chance of another&#039;s spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.&lt;br /&gt;
&lt;br /&gt;
=== Lumen ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; MA feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Shape ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; 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&lt;br /&gt;
&lt;br /&gt;
=== Spinning Grass ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; MA minutes x 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T - 2| T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4  | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 10 | T * 2 | (T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 3 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T *2| T + 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T - 3 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=91656</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=91656"/>
		<updated>2022-02-09T07:12:39Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Incantations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Lesser Trumps ==&lt;br /&gt;
=== Queen of Cups - Loyalty ===&lt;br /&gt;
	Play this lesser trump to force an entity to roll again if they fail a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to force an entity to make a loyalty check&amp;lt;br&amp;gt;&lt;br /&gt;
=== The Devil - Enslave ===&lt;br /&gt;
	Play this lesser trump to force a target to roll again if they have resisted controlling or compelling magic&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to convert a failed attempt to resist magic that controls or compels to a success&amp;lt;br&amp;gt;&lt;br /&gt;
=== Three of Cups - Celebration ===&lt;br /&gt;
	Play this lesser trump to make the recovery from a disease or curse contagious&amp;lt;br&amp;gt;&lt;br /&gt;
	Reverse this lesser trump to inflict a relapse of a disease or curse, requiring a second saving throw if applicable&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
&lt;br /&gt;
=== Noxious Vapours - Bug Bomb ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+10 minutes / Rank), Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation inflicts a corrosive attack on digital, technical or arcane intelligence gathering devices and spells. Any such effect already placed must roll less than the Rank of this spell each hour, failure indicating the effect has stopped working. Any new effects of lower Rank than this spell automatically fail.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation may be cast as a ritual if the Adept so chooses, taking 1 hour or 10 hours. If the 1 hour cast time is used, the duration is 1 hour (+1 per Rank). If the 10 hour cast time is chosen, the duration is increased to 4 weeks (+ 1 / Rank) and requires the burning of a diamond worth 4 tsg (+ Rank x 4 ). To make the effect permanent, a diamond worth 200 tsg is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Vehicle ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates a Spectral Vehicle with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;| A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6  &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|7 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, triangular boat 25&#039; long, 15&#039; wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson, triangular patrol boat 25&#039; long, 15&#039; wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; align =&amp;quot;Center&amp;quot;|12 - 14&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey flying saucer 15&#039; in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson flying saucer 15&#039; in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|16 or 17&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson submersible 15&#039; long, 8&#039; feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15&#039;, and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|19&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A grey, space-capable flying saucer 15&#039; in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Left&amp;quot;|A crimson space-capable flying saucer 15&#039; in diameter, capable of bearing up to 36 sizes humanoids at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger for one Spectral Torpedo to a maximum of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Grey Vehicles&#039;&#039;&#039;&lt;br /&gt;
* have no armour&lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
&#039;&#039;&#039;Crimson Vehicles&#039;&#039;&#039;&lt;br /&gt;
* reduce damage by 1 for every even Rank. &lt;br /&gt;
* absorb 20 (+ 5 / 3 Ranks) damage before being dissipated&lt;br /&gt;
* recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Cannon&#039;&#039;&#039;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Range &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|10 hexes&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 + 1 / 2 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Torpedo&#039;&#039;&#039;&lt;br /&gt;
TMR	Damage&amp;lt;br&amp;gt;&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!TMR &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|1 roll up D10 for every four full Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16.&lt;br /&gt;
This damage is not Resistable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brief_Candles&amp;diff=91578</id>
		<title>Brief Candles</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brief_Candles&amp;diff=91578"/>
		<updated>2022-01-25T06:55:56Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jim Arona]][[Category:Scribe Notes]] [[Category: Immortals]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe_Notes#Spring 813 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
Please go to the &#039;Talk Page&#039; to let me know what nights you can play.&lt;br /&gt;
This will involve some time on [[Perfidious Albion]] (Yboracum), [[Reich]] (Berlin),  Alusia (Calder), [[New Terra]] (Khemet), Hell (Ys). The Risk Factor is ?.&amp;lt;br&amp;gt;&lt;br /&gt;
Treaure will be distributed using the [[Loot Auction]] convention. &amp;lt;br&amp;gt;&lt;br /&gt;
I run the game under [[Jim&#039;s House Rules|these variations]] and may add others from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
Players should submit a .pdf or similar file of their character sheet and item list to me at jim.arona - at - gmail.com. You can be as thorough as you like, although I prefer brief and to the point. It is important to me that the information is readable and organised logically. &amp;lt;br&amp;gt;&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Brief Candles&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [[Jim Arona]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Spring 813 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; High&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Party&lt;br /&gt;
* [[Master of Riddles|Domino]] - An arcane trickster played by Jason Stevens&lt;br /&gt;
* [[Master of the Waters|Suhoi]] - A fluid warrior played by Denys Matve&#039;ev&lt;br /&gt;
* [[Warden of the Forest|Robin]] - An eco-warrior played by Heather&lt;br /&gt;
* [[Binder of Waves|Kara]] - A sorceress played by Sylvia&lt;br /&gt;
* [[The Walker of Shadows| Endgame]]  - A wanderer from the Outer Darkness played by James&lt;br /&gt;
* [[Grendel]] - A sorceror played by Simon&lt;br /&gt;
* [[Kilroy|Ace, the Wonder Dog]] - a wonder dog, played by Dean&lt;br /&gt;
* [[Aryan|Mr Ed, the Wonder Horse]] - a wonder horse, played by Stephen&lt;br /&gt;
&lt;br /&gt;
;Employer: [[Mark, Death&#039;s Champion]]&lt;br /&gt;
;Mission: The Angels of the Seal have returned to the Known Realms at the speed of death, and have much to reveal of what they have seen.&lt;br /&gt;
[http://immortals.azurewebsites.net/Wiki/Brief%20Candles.ashx The story so far...]&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 180px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 25px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 350px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 70px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot; Domino &amp;quot; |Do &lt;br /&gt;
!Title=&amp;quot; Suhoi &amp;quot; |Su&lt;br /&gt;
!Title=&amp;quot; Robin &amp;quot; |Ro &lt;br /&gt;
!Title=&amp;quot; Kara &amp;quot; | Ka&lt;br /&gt;
!Title=&amp;quot; Endgame &amp;quot; | Eg&lt;br /&gt;
!Title=&amp;quot; Grendel &amp;quot; | Gr&lt;br /&gt;
!Title=&amp;quot; Ace &amp;quot; | A&lt;br /&gt;
!Title=&amp;quot; Mr Ed &amp;quot; | ME&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Rune Armour (A)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +10 Dodge +3 Body Void +5 Armour&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 10.5 Hrs&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Smite (A)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +22 Damage on first strike, stun, knock down&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 21 Hours&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Mind Shield (Gr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Water Breathing (Gr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Cold Resistance (Gr)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 7&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;|&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; |&lt;br /&gt;
|class=&amp;quot;du&amp;quot; |&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt;&lt;br /&gt;
|  &amp;lt;!-- Ace --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Mr Ed --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Melee Combat +4 Dodge +1 BodyVoid +4 Attack +1 minor action at end of pulse&lt;br /&gt;
: Those under the military command of Mr Ed gain these bonuses in Melee Combat&lt;br /&gt;
&lt;br /&gt;
; Watches&lt;br /&gt;
&lt;br /&gt;
==[[Brief Candles: Treasure|Treasure]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.points { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.points th { text-align: center; width: 30px; }&lt;br /&gt;
table.points td { text-align: center; }&lt;br /&gt;
table.points th.typ { text-align: left; width: 180px; }&lt;br /&gt;
table.points td.typ { text-align: left; }&lt;br /&gt;
table.points th.qty { }&lt;br /&gt;
table.points td.qty { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;points&amp;quot; |&lt;br /&gt;
|+ Resource points&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;typ&amp;quot; | Type&lt;br /&gt;
!class=&amp;quot;qty&amp;quot; Title=&amp;quot;Total available&amp;quot; | Qty&lt;br /&gt;
!Title=&amp;quot; Domino &amp;quot; |Do &lt;br /&gt;
!Title=&amp;quot; Suhoi &amp;quot; |Su&lt;br /&gt;
!Title=&amp;quot; Robin &amp;quot; |Ro &lt;br /&gt;
!Title=&amp;quot; Kara &amp;quot; | Ka&lt;br /&gt;
!Title=&amp;quot; Endgame &amp;quot; | Eg&lt;br /&gt;
!Title=&amp;quot; Grendel &amp;quot; | Gr&lt;br /&gt;
!Title=&amp;quot; Kilroy &amp;quot; | Ki&lt;br /&gt;
!Title=&amp;quot; Aryan &amp;quot; | Ar&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | Iron&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| 39&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 13&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | Similarity&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| 14&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; 4&lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 5&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 5&lt;br /&gt;
|-&lt;br /&gt;
|class = &amp;quot;typ&amp;quot;| Worm or Skull&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;|78&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;| From Wormskull horrors (6x13)&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Worm&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; 13&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 13&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | Skull&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot;|Mountain or Torrent&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| 70&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;| Mountain Scream&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Mountain&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 18&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 17&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &amp;lt;strike&amp;gt;17&amp;lt;/strike&amp;gt;  1&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 18&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Torrent&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 18&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 17&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; 17&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 18&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot;|Eye or Discord&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| 12&lt;br /&gt;
|colspan = 9| Eye of Discord&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Eye&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Discord&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; 3&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; 3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot;|Dragon or Hunter&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| 145&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;| From Verjigorm&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Dragon&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; 29&lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; 29&lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; 29&lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &amp;lt;strike&amp;gt;29&amp;lt;/strike&amp;gt;   9&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &amp;lt;strike&amp;gt;29&amp;lt;/strike&amp;gt;  9&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; |Hunter&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| -&lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; 0&lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| &lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| &lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;typ&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;qty&amp;quot;| &lt;br /&gt;
|  &amp;lt;!-- Domino --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Suhoi --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Robin --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kara --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Endgame --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Grendel --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Kilroy --&amp;gt; &lt;br /&gt;
|  &amp;lt;!-- Aryan --&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience &amp;amp; Other Awards==&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
!width=&amp;quot;50px&amp;quot; Align=&amp;quot;center&amp;quot;|Domino&lt;br /&gt;
!width=&amp;quot;50px&amp;quot; Align=&amp;quot;center&amp;quot;|Bower&lt;br /&gt;
!width=&amp;quot;50px&amp;quot; Align=&amp;quot;center&amp;quot;|Suhoi&lt;br /&gt;
!width=&amp;quot;50px&amp;quot; Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
!width=&amp;quot;50px&amp;quot; Align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&amp;amp;nbsp; &amp;lt;!--Domino--&amp;gt;&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&amp;lt;!--Bower--&amp;gt;&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&amp;lt;!--Suhoi--&amp;gt;&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|Align=&amp;quot;center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = 5|After racial tax:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ffd;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;amp;nbsp; &amp;lt;!--Domino--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#ffd;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;lt;!--Bower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#ffd;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;lt;!--Suhoi--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#ffd;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#ffd;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = 5|After bonuses:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#fdf;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&amp;lt;!--Domino--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#fdf;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--Bower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#fdf;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--Suhoi--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#fdf;&amp;quot; Align = &amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#fdf;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|After Loot Auction:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#AFDCEC;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;amp;nbsp;&amp;lt;!--Domino--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#AFDCEC;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--Bower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#AFDCEC;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--Suhoi--&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#AFDCEC;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;background:#AFDCEC;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!-- --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Brief Candles: Aryan&#039;s Award]]&lt;br /&gt;
*[[Brief Candles: Domino&#039;s Award]]&lt;br /&gt;
*[[Brief Candles: Grendel&#039;s Award]]&lt;br /&gt;
*[[Brief Candles: Kilroy&#039;s Award]]&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | &amp;lt;b&amp;gt;Spring: Thaw (10) 813wk&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day |  &lt;br /&gt;
|[[Candlemansa]]&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 ||  &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Spring: Seedtime (11)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &#039;&#039;Rites of Thunor&#039;&#039;&lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &#039;&#039;Equinox&#039;&#039;&lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
| class=day | 17 || &#039;&#039;Eostre&#039;&#039;&lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
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! colspan=15 | &amp;lt;b&amp;gt;Spring: Blossom (12)&amp;lt;/b&amp;gt;&lt;br /&gt;
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| &#039;&#039;Floralia&#039;&#039;&lt;br /&gt;
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| &#039;&#039;Walpurgisnacht&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== People and Places ==&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
Serpents &amp;amp; Similarities are seeking the answer to The World Riddle - Does God exist? This is a bad thing as when that question is answered it increases the certainty in the known realms and that&#039;s bad.&lt;br /&gt;
Mark has gone to try to slow the answer down.&lt;br /&gt;
The party is tasked with helping.&lt;br /&gt;
&lt;br /&gt;
Similarities used the Well of Trumps to create/influence [[The Lands of Chaos]], his plan includes using the LoC as a focus when multi-verses collide to create a new version of the known realms, the LoC becoming a map of the new multi-verse granting him significant power over it.&lt;br /&gt;
The certainty from the World Riddle, stolen time, jet tree forest, etc. are all tools or triggers related to the timing and control of this event.&lt;br /&gt;
&lt;br /&gt;
Ungoliant exists within the multi-verse (though on the edge of it in the outer darkness) her efforts, unlight webs etc are probably related to anchoring herself to the parts of the multi-verse that Sims wants to preserve so that her existence and power base are preserved through the change.&lt;br /&gt;
&lt;br /&gt;
=== Dioscura to Red Keep ===&lt;br /&gt;
; Day 1-20&lt;br /&gt;
On our way to check up on things in Perfidious Albion and ask after Mark, something goes awry in the Astral, Kilroy and I get separated as we drop back into the real world ([[Tanuel]]) ?&lt;br /&gt;
&lt;br /&gt;
I disguise myself and infiltrate the nearest city to find out where I am, it turns out to be [[Dioscura]], City of the Hidden Gods.&lt;br /&gt;
After a day or so of blending in with the locals I see Grendel and subtly get his attention, he introduces me to Domino and we make our way to their house to talk.&lt;br /&gt;
&lt;br /&gt;
They explain what&#039;s going on and how they&#039;re trying to help Mark, following some visions they saw in the caves of twilight and messing with the plans of Sims, Snakes, Berith, and anyone else who might be associated. Though I&#039;m not sure how this helps as apparently the arrival of the answer is inevitable now that it has begun its journey.&lt;br /&gt;
Or possibly they can find out something that we can tell Mark that will allow him to stop it or maybe &#039;kill the answer&#039;.&lt;br /&gt;
&lt;br /&gt;
Last outing they found a Basilisk (the Lord of Serpents) feeding on the place where Mark had been imprisoned - gathering essence of mark to help fight him. They killed it and dispelled all the remaining essence.&lt;br /&gt;
&lt;br /&gt;
Grendel, Domino and a couple of other immortals have raised a joint house here, had a look for the hidden gods (they&#039;re still hidden). They&#039;re looking for the spiders of Unlight (ungoliant&#039;s brood). &lt;br /&gt;
&lt;br /&gt;
Kilroy turns up, and we head off to the city of twilight (5 day walk), named [[Ioaoa]] (something like that with lots of vowels) origin of Medeanite witches.  The city is run by witches, several covens. Toughest are the Medeanites.&lt;br /&gt;
Grendel is identified as a powerful witch as we enter the city and questioned by 3 witches from a local coven and manages to convince them he&#039;s a power hungry witch just visiting for a while and he needs to maintain his masculine disguise.&lt;br /&gt;
&lt;br /&gt;
We poke around for a week gathering information from the locals in our specialist ways. Domino finds that the city walls are wicker pailings containing a web of Unlight. The strands from the walls all head off into the astral, woven together into a 3 metre cable. Following that through into the abyss and it looks like they eventually head into the outer darkness where &#039;the big U&#039; hangs out.&lt;br /&gt;
Six big abyssal demons (named by Sims, all with the same name which is not normal - they&#039;re normally unique) are guarding the cable where the astral meets the abyss.&lt;br /&gt;
We kill five of them, the sixth gets away. Then we spend a couple of days slowly cutting through the cable.&lt;br /&gt;
Then back to the Witch City, they are a bit stirred up, Medeanite Dancers examining the walls, the Medeanite Sorceress with her usual entourage active (Toad, Psionic Orchid, Floating throne), we leave.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a five day walk to [[The Keep of Faces|The Red Keep]] which was seen in the twilight visions.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NB&#039;&#039;&#039; &#039;&#039;Grendel&#039;s vision is of intertwined spires it&#039;s still to be investigated - he knows the location.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Red Keep, Dark Mountain ===&lt;br /&gt;
; Day 21-24&lt;br /&gt;
The Red Keep has magical walls, only two of the walls may be seen at any time, the defensive power may be concentrated on whichever wall is being attacked, an effective offence would need to strike all four walls at once. The corner towers are pentagonal. Once we enter the keep Domino and Grendel can sense a fifth wall and a Nexus.&lt;br /&gt;
&lt;br /&gt;
We enter as questors which they accept quite happily, find a reasonable inn and poke around for a couple of days. &lt;br /&gt;
We meet Endgame who also has an interest in Unlight and Ungoliant&#039;s activities and decides to join us for a while.&lt;br /&gt;
The keep is being evacuated in an orderly fashion, they have been attacked by Nephilim and Blood Wolves who have come south into the area near the keep and can&#039;t defend against them.&lt;br /&gt;
We debate for a while whether the impact on the Red Keep is deliberate or incidental but come to no likely conclusion. &lt;br /&gt;
We gain audience with the Lord of the Red Keep, he doesn&#039;t know of the Nexus in his city but can tell us that Black Dwarves have been seen in the north where the Nephilim used to be.&lt;br /&gt;
&lt;br /&gt;
We decide to head north and check out what has driven the Nephilim out. About 100 miles north we find a large black mountain that hasn&#039;t always been there, we work out it is a damage sink for the Lord of the Dark Earth that he can use when on this plane.&lt;br /&gt;
While approaching and investigating we attract the attention of several smaller and one large horror. The smaller ones attack Grendel and Domino from the astral; Grendel hands out [[Special Herbalism|Tinctures of Aconite and Passionflower]]; Domino opens a door into the astral; Kilroy blasts the smaller horrors with a Sunray as they open a small portal to target us; the big horror arrives, Endgame and I engage it.&lt;br /&gt;
The battle is fast and furious, we are victorious though somewhat drained and damaged.&lt;br /&gt;
&lt;br /&gt;
=== Jungle and Fiends ===&lt;br /&gt;
; Day 24-34&lt;br /&gt;
We try to come up with a clever plan to subvert or drain the mountain, in the end Domino sets some siege venom to work on the mountain and we return to Red Keep.&lt;br /&gt;
Kilroy and Domino stay in the keep to search for the Nexus and work with a large group of mages currently in town to create Rune Wards against Nephilim.&lt;br /&gt;
&lt;br /&gt;
Endgame, Grendel and I head south into the jungle to find some Athelas to heal Grendel and some Passionflower for more tinctures.&lt;br /&gt;
We spend a couple of days, finding Athelas and healing Grendel fairly quickly but taking longer to find Passionflower. The third day we come to a large town in the forest, gaining entry as questors again we are directed to a master Herbalist with an effete aide who agrees to make tincture for us in return for a portion of the flowers.&lt;br /&gt;
He warns of an illness in town but he has a potion to cure it if we&#039;re afflicted. At our request he directs us to a town elder who can direct us to an empty house to use for a few days.&lt;br /&gt;
They attempt to charge us too much for the house but we negotiate it down to merely an extortionate amount.&lt;br /&gt;
&lt;br /&gt;
In the morning Grendel and Endgame are ill and get potions from the Herbalist before we head out to harvest more Passionflower for the three days it will take the Herbalist to make the tincture.&lt;br /&gt;
&lt;br /&gt;
Chatting with the locals one evening we find out one of the tribes coming in from the west is overdue, we head out in the evening flying along the trail they should have arrived by and searching either side for signs of firelight.&lt;br /&gt;
We eventually spot them, land in a clearing and approach their camp. They had diverted south to avoid Blood Wolves(?) near the main trail, we get the impression they have been tracked or watched, one of the children remembers seeing someone who we believe is a Succubus.&lt;br /&gt;
&lt;br /&gt;
We escort the tribe back to town and then start checking the town for signs of succubus infestation, there have been a couple of suspicious deaths but we don&#039;t scare any Demonics into the open. We go to consult with the Herbalist and finally spot that his aide is a Pit Fiend in disguise. I discretely warn the Herbalist and he says he knows, he found it in an old temple in the forest to the west and has it bound.&lt;br /&gt;
We suggest we stand guard while he checks the bindings, at that point the Fiend reveals itself and combat ensues. The room we&#039;re fighting in has been rigged as a fire trap, greek fire, incendiaries, very messy for those of us who are not creatures of fire.&lt;br /&gt;
Pulling out all stops and the Unforgotten we make it out, with Endgame unconscious, the building in flames, and it turns out the Herbalist is Blackrod in disguise with his familiar the Pit Fiend.&lt;br /&gt;
Blackrod and the Pit Fiend have a decent lead by the time we chase after them, we almost catch up to them when they land in a clearing and banish themselves - presumably back to hell.&lt;br /&gt;
&lt;br /&gt;
Blackrod has been here a while, he has curses under many of the buildings making the inhabitants sick, they come to him for a remedy and get given his herbalist potion that lets him harvest their souls when they die - and a discrete counterspell for the curse that&#039;s ailing them. &lt;br /&gt;
We explain to the tribes what has happened and help them identify who has been affected.&lt;br /&gt;
I gather and use more Athelas to cure part of the affliction on Endgame and Grendel, then we head back to the Red Keep to seek Kilroy and Domino&#039;s help in lifting the curse portion.&lt;br /&gt;
&lt;br /&gt;
=== The Fifth Wall ===&lt;br /&gt;
; Day 35-43&lt;br /&gt;
Endgame leaves to follow his own leads.&lt;br /&gt;
&lt;br /&gt;
With the agreement of the Lord of the Keep we decide to seek military help from the Tintagelites, Kilroy establishes a permanent Geode Portal from Red Keep to near a cenotaph 80 miles north of House Tintagel.&lt;br /&gt;
&lt;br /&gt;
House Tintagel is busy and it takes us a couple of days to get in to see The Castellan. He agrees to station some troops at the Red Keep and sends a Lieutenant with 100 warriors back with us.&lt;br /&gt;
While there we make use of their Gift Box, I draw an opening to Mark&#039;s pocket, Domino draws a Rod of Ambiguity which we stick in my pocket for Mark to use against the answer, Kilroy draws the Forge of the Insubstantial.&lt;br /&gt;
&lt;br /&gt;
Domino has located the Nexus, it is the gate in the fifth wall and leads to another multi-verse. There&#039;s something weird about how long the nexus has existed, its time since creation is increasing faster than the normal flow of time but we can&#039;t work out the rate or how long it has been here.&lt;br /&gt;
Heading through we emerge from the entry into a castle built into a mountain. The castle has been assaulted by something big. Featureless stone in front of the gate leads to a bridge through mist into a dark and gloomy forest.&lt;br /&gt;
&lt;br /&gt;
The bridge is a hollow tube, we break in and explore. It is home to a tribe of Kobalts who are working on repairing the castle. They tell us that Dwarves used to live in the castle, it was attacked by a Dragon - Mountain Scream, who was after their hoard of gems, the Dwarves survived but have fled.&lt;br /&gt;
Nobody lives in the castle any more but a couple of people occasionally emerge from it and travel to the human settlements to the south. We identify this couple as the Biolurgen and Mister Wolf.&lt;br /&gt;
&lt;br /&gt;
Grendel makes a river boat and we set off down river, lots of fun navigating perilous rapids until we reach a small lake where the Dragon attempts to ambush us. I close with it, shoving my sword in it&#039;s mouth as it engulfs me in flame and biting it&#039;s neck, the others put themselves out, keep me alive and then start blasting the Dragon.&lt;br /&gt;
Battered and burned we defeat the dragon and feast on its heart blood. Then spend a couple of days skinning, boning and looting the corpse.&lt;br /&gt;
&lt;br /&gt;
Domino locates its hoard, we make our way there, lift the curse and start counting our new fortune.&lt;br /&gt;
&lt;br /&gt;
=== Wands, Patterns, Beirut ===&lt;br /&gt;
; Day 44-90&lt;br /&gt;
We continue our interrupted journey and enter the first walled city we come to. The city is quartered, ordered, strong religious/military presence, and is lit by lamps that use Galvinism or something like it.&lt;br /&gt;
We&#039;re exploring in the evening when we something fly over the walls and come down a couple of blacks from us, we head over to investigate and are met by the Lord of Wands.&lt;br /&gt;
We exchange information about what Sims is up to, he is investigating this world and suspects Mister Wolf has some of his people here, he will continue investigating here, he &#039;&#039;suggests&#039;&#039; that we need to warn the Lord of Patterns about the risk of incursion by the Lord of Serpents from the mirror city in Perfidious Albion. And on our way there he asks us to place some of his house cards in the Lands of Chaos.&lt;br /&gt;
&lt;br /&gt;
Travelling back to near the Kobalts by Rune Portal we let them know the Dragon is dead then head through the Nexus to Red Keep, through the astral to Jiroth then through the Lands of Chaos to the abyss, placing the house cards and finding an interesting garden where Domino finds the herb required for the antidote to Blackrod&#039;s soul poison.&lt;br /&gt;
&lt;br /&gt;
Two weeks hiking through the Abyss then up the cliff to the astral of Victoria where Domino leads us to the Astral gate of the Lord of Patterns.&lt;br /&gt;
We are granted entry and are very careful and polite as we are admitted and then granted audience with Serafin. We quickly give warning about the threat from Perfidious Albion and tell him what we have learned of Grimes plots and related events.&lt;br /&gt;
&lt;br /&gt;
We ask what we can best do to help, Patterns tasks us with going to Beirut (Nualis) to gather the souls in the Garden of Tophet before Berith gets there and to take them to the Lady of Souls on Sparlainth. He provides us with a phylactery to gather the souls into.&lt;br /&gt;
&lt;br /&gt;
We spend a week while I learn to Detect Ley Lines and make armour from the Dragon scales.&lt;br /&gt;
&lt;br /&gt;
Then through the astral to the Abyss, two weeks across the abyss to Nualis, up the cliff and into the astral to Domino&#039;s house on Nualis.&lt;br /&gt;
The house in near on oasis on the Dark Continent, we want to minimise our time travelling from here so we don&#039;t catch the attention of the Lord of the Dark Continent.&lt;br /&gt;
We refresh buffs and then I Windwalk east to the Red Sea, fly over it then north up the coast to near a city about 1,000 miles from the house.&lt;br /&gt;
Setting down Grendel&#039;s crystal, I wait and watch for a couple of hours until they wormhole in.&lt;br /&gt;
After a late dinner we walk to the city which is full of knights, clerics and monks of the Holy Mother Church. We find rooms in a dive which is the only place not filled with HMC knights and rest the night. The following day we enquire after boats travelling to Beirut but they are all busy taking the HMC the same way, we decide not to risk travelling with HMC knights and witch sniffers and head out of town to make our own boat.&lt;br /&gt;
Grendel and I sail us north and east for 3 days, we dismantle our ship and make land at a rocky cliff a few miles from the city. The coastal villages are occupied by HMC knights, we avoid them and make our way to the city.&lt;br /&gt;
&lt;br /&gt;
Scouting round the outside I find three ley lines which would intercept near the centre of the city, we sneak over an inland wall and follow one of the Ley Lines towards a large church that is the centre of activity for the HMC troops. Most of the buildings here are built over the remnants of older buildings, we know that the garden was close to the old temple and probably near the intersection of the ley lines, we guess it is beneath the church.&lt;br /&gt;
We sneak as close as we can, observe from the cover of a small cemetery then enter an old building just over 100&#039; from the church.&lt;br /&gt;
Kilroy and Grendel bind earth and air, slowly forming a tunnel into the crypts beneath the church where we find the entrance to the middlemarch containing the Garden of Tophet.&lt;br /&gt;
Covering our tunnel and tracks we enter the garden. It takes a day and a half to gather the 24,000 trapped souls into the phylactery. While doing that we gather the round stones that paralysed the souls trapping them in here, destroying those we can&#039;t carry away with us.&lt;br /&gt;
Then we wait until nightfall and make our way out again, sealing up the crypt chamber with tonnes of stone to slow anyone else trying to access the garden.&lt;br /&gt;
Sneaking back out we make it out of town then a further mile or so until we can get over a ridge and out of line of sight.&lt;br /&gt;
Then Domino opens a door into the astral and we exit, unfortunately the door doesn&#039;t close.&lt;br /&gt;
&lt;br /&gt;
The Eye of Discord was with the HMC at the church, detected the door, moved the opening to them and sent knights in after us.&lt;br /&gt;
I hold the door to slow them down but something like a wizards eye gets past me. Kilroy and Grendel get walls down, battle monks cast at us through the door and a cone of annihilation from the eye almost slays Domino. Grendel sends a red grenado through into the room with the battle monks which kills or disables them and the knights. But the Eye of Discord has already teleported through to behind us in the astral.&lt;br /&gt;
He blinds me, I charge anyway swinging blindly and getting the occasional wound while Grendel and Domino blast him, Kilroy moves around to strike from behind him, the combination of attacks eventually overwhelms his defence and he goes down, Domino races forward to pin his soul before it can depart.&lt;br /&gt;
&lt;br /&gt;
=== The Journey of Souls ===&lt;br /&gt;
; Day 90-490 &lt;br /&gt;
We postpone deciding what to do with our dead immortal and deliver the 24,000 souls before they get us in trouble. Crossing the abyss with them might be bad, either attracting the attention of a horde of abyssal demons or worse, attracting the Lady of the Abyss.&lt;br /&gt;
Kilroy conceals the phylactery in my axe then connects to his portal near Victoria, from there Domino guides us over the True Stone bridges to Sparlainth, we need to go via two other worlds as the Victoria-Sparlainth bridge is broken, this takes about 3 weeks.&lt;br /&gt;
Then standing in the Astral in Sparlainth, Domino realises he doesn&#039;t know any exits from the Astral in Sparlainth so another week back over the bridge to Feralie, then through the Astral to The Ring Keep.&lt;br /&gt;
&lt;br /&gt;
Judecca, the Lord of Rings is home and a bit bored it seems as he decides to come along for the ride when we fly off to the Manor on the Moors.&lt;br /&gt;
This world is bound by rings about 90,000 feet up, &#039;stars&#039; (crystals) are suspended from the rings and move in the normal patterns, it is possible to walk around the rings to travel this world - if you have a way of getting up and down.&lt;br /&gt;
It is about 2,000 miles east to the Manor on the Moors, with Domino providing a tail wind it takes about 2 days.&lt;br /&gt;
As we descend and search for the manor, we are careful to stay clear of the city to the west, it is home to the Lord of Corruption and his Church of Purity.&lt;br /&gt;
&lt;br /&gt;
We pass through the nexus to Sparlainth emerging on the Bridge of Sighs. But we don&#039;t know how to get to the Lady of Souls - more accusatory looks at Domino.&lt;br /&gt;
Domino can tell us that she resides at the Forge of Souls with the Lord of Iron, we ask around but the locals don&#039;t know of it.&lt;br /&gt;
Kilroy tries asking spirits and lucks out, finding one that was an agent of the Lady of Souls, investigating the incursion of the Church of Purity into the city. He was killed by them and is about to head back to report to her.&lt;br /&gt;
I lead us into the Valley of Death and we follow him to where he emerges and we find ourselves standing in front of a mountain fortress with a desert ruin behind us (domain of the Lord of Ruin, Ozymandius) and an old looking (Greek) temple fading into the distance (Temple of the Dark Moon - a dangerous place).&lt;br /&gt;
&lt;br /&gt;
Had we been travelling by land we would have had to travel a long way south from the Bridge of Sighs to the City of Roses then east through the Ruined Desert or bypass it south through a forest known to be home to dangerous serpents.&lt;br /&gt;
&lt;br /&gt;
We are admitted to the keep by a Dwarven Scholar and granted audience with the Lady of Souls. We tell her the story and hand over the phylactery of souls, she knows what to do with it but declines to share details with us.&lt;br /&gt;
We discuss what to do with the Eye of Discord, the lady tells us he is no longer immortal and will presumably seek to regain his immortality. He is also extremely talented in treachery, any deal we make with him is likely to be broken or twisted to our disadvantage, she suggest not interrogating him as we could just give him information to use against us.&lt;br /&gt;
We decide to unpin his soul and let him resurrect, hoping that the rumours of his intent to betray Similarities are true and not just a rumour he spread to protect himself from people like us. Maybe, if we&#039;re lucky, he&#039;ll steal Similarities immortality.&lt;br /&gt;
&lt;br /&gt;
We stay here a while to forge weapons, rest, train and initiate. A year and a day passes.&lt;br /&gt;
&lt;br /&gt;
=== Dark Ladies of the Night ===&lt;br /&gt;
; Day 491-518&lt;br /&gt;
When we consult with the Lady of Souls about what we can do to help with the current crises she has nothing specific, just some philosophical stuff about accepting that change is inevitable.&lt;br /&gt;
We&#039;re discussing what to do next when Grendel pipes up &amp;quot;I&#039;ve just realised, I&#039;m a pattern...&amp;quot; and fades from view.&lt;br /&gt;
As Grendel&#039;s vision was the spires, he was keen to check them out and now he&#039;s vanished, perhaps that&#039;s a sign we should check that first.&lt;br /&gt;
&lt;br /&gt;
Using the Astral gate of the Forge of Souls, we head to the Abyss, 2 weeks to cross to Kerberoth without incident, take a short cut to Jiroth then fly and walk 40 miles north to the spires.&lt;br /&gt;
&lt;br /&gt;
We check out [[Tanuel#Anthari|Anthari]], the nearby town first and all seems normal there, no sign of Blackrod&#039;s toxic presence. Then to the spires themselves, no sign of activity in Blackrod&#039;s lab since he was driven from there. The road from the town, lab, and stairs carved into the spires all seem to have been done with bound earth.&lt;br /&gt;
The spires appear tall but it&#039;s not until they are seen from the air that they are revealed to be about a mile tall.&lt;br /&gt;
We investigating the spires further and find &#039;&#039;&#039;nothing of interest!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div title=&amp;quot;Nothing to see here, move along&amp;quot; style=&amp;quot;color:transparent; height: 1.5em; overflow: hidden;&amp;quot;&amp;gt;&lt;br /&gt;
:This info is not recorded anywhere and we try not to discuss it ever again but is here for player benefit.&lt;br /&gt;
The spires are made of True Stone, we return to Jorith to enter the astral and check out the spires presence there, they are a seal, checking out the runes on the inside of the seal we&#039;re fairly sure this is the cap imprisoning The Devil. Domino is surprised by this as he tells us The Devil is imprisoned on Sparlainth under a mountain of True Stone - everyone knows that, he&#039;s been there himself. We figure that one of them is real and the other a decoy but have no way to determine which is which, if we knew then we could safely harvest True Stone and power from the decoy.&lt;br /&gt;
We ponder why the vision led us here, presumably so we&#039;d know where and how to release The Devil if all else fails - it&#039;s a great way to increase uncertainty in the world. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Domino suggest [[Jade Rain]] may be able to answer a certain question for us, we return to Jiroth, find a pool and enact the rite to communicate with her. A green crescent forms over the pool and a sexy voice speaks from it. We chat and Jade Rain invites me to come visit her in person.&lt;br /&gt;
We head back to Kerberoth and the Abyss where Jade Rain meets us and takes us home.&lt;br /&gt;
We ask if the Mountains in Sparlainth are real or the decoy, she doesn&#039;t know but thinks it better that way, if there are two such places then it is uncertain which is the real one, we agree that&#039;s probably a good thing.&lt;br /&gt;
Jade Rain teaches Domino the recipe to create an antidote to Blackrod&#039;s poison from his herbs.&lt;br /&gt;
I ask about the weakest link in Sims plans, she says it is if the Lord of Serpents gives in to his vindictiveness. Mark, the Lady of the Abyss, and Domino are his most hated and most likely to be able to trigger his vindictiveness.&lt;br /&gt;
She also tells us that the trump found on Mr Hiss leads to a staging post in the void.&lt;br /&gt;
We spend a happy week with Jade Rain before moving on.&lt;br /&gt;
&lt;br /&gt;
We decide to check on the drain in the Midnight Sea where Mark was imprisoned, while Mr Hiss was slain in the Astral there, there might be more we need to check in the physical world. Domino and Kilroy learn Water Breathing spells, we head through the Astral to H___(?) where we hire a ship and set sail on the Midnight Sea.&lt;br /&gt;
The winds are fortunately favourable, 3 days later we arrive at the choppy waters above Mark&#039;s former prison, Kilroy and Domino can see blue on black patterns in the water that are similar to runes of the Medeanites. With water breathing and bound water, we head down.&lt;br /&gt;
&lt;br /&gt;
Deep down the blue and black patterns form a funnel that leads down to the copper-ringed entrance of the middlemarch, it&#039;s not sucking in water but Divination reveals it is draining the memory of nights from the sea and has been doing this a long time. The copper seal used to be a lock on the entrance but is now broken and ineffective.&lt;br /&gt;
Kilroy sends his spirit in to scout and sees and is seen by the Medeanite Sorceress who is accompanied by Kamuel the Cold Knight, Shireth of Darktree Tower, half a dozen spider-people who look like Endgame (minions/creations of Ungoliant), and her bound spirits - the Void Chalice, Sentient Orchid, Toad, and Hawk.&lt;br /&gt;
Kilroy sends some sunlight through the entrance, Domino follows up with several bolts and blasts which do a lot of damage to the spider people who are charging up.&lt;br /&gt;
The Chalice sends a swarm of entropy locusts at us, Kilroy blocks them with his bound water then hits them with a curse that turns them on the Chalice, the Hawk banishes them but not before the Chalice has fled.&lt;br /&gt;
As the spiders (who are horror-level ugly up close) are defeated Kamuel makes his way up to engage me at the entrance, Kilroy uses the distraction (and obvious inability to pass through the entrance) to discretely teleport down behind the sorceress. The orchid has moved into position and now releases a cone of confusion over those of us at the top. I resist, Domino wriggles out of it but Kamuel is caught and unable to act for a while. I pound on him with a variety of weapons which only just get through his armour but Joyeuse seems to have an odd effect so I concentrate on that.&lt;br /&gt;
Kilroy sneaks up on the sorceress smashes her head and strips her water breathing and pressure protections, she enacts her backup - telekinetically keeping the water at bay and the orchid takes her wounds, then she strikes back with Necrosis and Disentegration. Domino teleports down to help Kilroy just in time to catch her Agony spell. Kilroy calls his bound water down, Domino starts working to overcome the pain.&lt;br /&gt;
Kamuel recovers from the confusion with enlightenment in his eyes, he takes a knee and renounces his evil, I welcome him back, he then seeks my blessing to end his undead existence and pulls the spearhead from his chest, enacting his true death.&lt;br /&gt;
Using his cold iron armoured body to weigh me down I jump through the opening into the middlemarch, arriving with the dead Kamuel attracts the attention of the others, Shireth draws a 4th circle of protection and looks worried, the sorceress sends a maximum damage enhanced phantasm at me which along with the agony, I ignore, her disintegration leaves a small scar but I advance, flirting all the way.&lt;br /&gt;
With her attention focussed on me, Kilroy directs his bound water to engulf her which overwhelms her TK shield and she is crushed to death by the depth of the water. Her bound spirits are released and move off, Shireth teleports away before Domino can reach him.&lt;br /&gt;
&lt;br /&gt;
They have been making grenados of infernal cold here, presumably as weapons for Mister Wolf and his kin who would be immune to their effects.&lt;br /&gt;
And the vortex above has drained the memories of thousands of nights from the sea. We decide to claim a few for ourselves before breaking the vortex and letting the rest bleed back into the sea.&lt;br /&gt;
&lt;br /&gt;
Domino has pinned the sorceress&#039; soul, we decide to resurrect her, take her extra life then kill her for the final time.&lt;br /&gt;
As her life returns with us standing around swords raised, she pleads for mercy, offering to tell us everything she knows. Undecided on whether to grant mercy we bind her and compel her to tell us everything anyway.&lt;br /&gt;
* She convinced the other Medeanites to work with Ungoliant, her plan is to bring U back into the world so that U will help protect it, accepting that there will be collateral damage.&lt;br /&gt;
* She is allied to Eris and an opponent of [[Tanuel#Known Practitioners|Anathel]] of [[Tanuel#Karthri|Karthri]] who follows Nyx.&lt;br /&gt;
* She is a Spirit Binder and a Sorceress giving her access to Mind and Necromantic magic.&lt;br /&gt;
* Her spirit minions are:&lt;br /&gt;
** Hawk, a Namer, her familiar with upgrades.&lt;br /&gt;
** Void Chalice, a Celestial of Night and Stars which is after an artefact that was taken by the Mindflayers.&lt;br /&gt;
** Toad, an Earth mage, an Imp that was given to her as a spy which she then subverted.&lt;br /&gt;
** Orchid, Mind Mage, wants a cure for lunacy for its people.&lt;br /&gt;
* Her Resurrection chamber is in Dioscura.&lt;br /&gt;
* She was involved in the draining of Mark during his imprisonment, after he was trapped by Sims, U. and others.&lt;br /&gt;
* She is next due to meet with Sims in Berlin, Reich in about two years.&lt;br /&gt;
* At the staging post, Sims and Serpents are building an army. Named Demons of the Abyss as well as a non-abyssal army. They are protecting the area from being detected by demons like the Kerberites do with their arch.&lt;br /&gt;
* The Biolurgen is probably in Reich as is Mister Wolf.&lt;br /&gt;
* Transurania is an imaginary planet near Neptune on Nualis that exists both above and below the known realms. The world beyond the Fifth Gate in Red Keep is below the Abyss. Around 1-5,000 transuranians escaped Mr Morden&#039;s accidental burning of their world on an aether ship they had captured.&lt;br /&gt;
* The Jasonites are in Chalcis, north of Greece. They are diminished, most of their recent plans have failed.&lt;br /&gt;
* The Serpent folk that worship Yig have talked with Anathel, they won&#039;t talk with her.&lt;br /&gt;
* The three children she was after are known to have innate gifts of Wizardry (Thomas), Sight (girl), and Love (boy) but they each have another unknown gift.&lt;br /&gt;
* Her heart could be rendered for 18 Strife.&lt;br /&gt;
&lt;br /&gt;
=== Scouting, shopping and jumping ===&lt;br /&gt;
; Day 519-573&lt;br /&gt;
After a long discussion and a quick vote, the Sorceress is killed, permanently.&lt;br /&gt;
&lt;br /&gt;
We portal back to Haran(sp?) to check up on the reservoirs the drain was feeding and we&#039;re fairly sure they&#039;ve been cut off.&lt;br /&gt;
&lt;br /&gt;
Then through the Astral to Kerberoth where we spend two weeks learning the runes used in their arch and walls.&lt;br /&gt;
&lt;br /&gt;
Then one week to Victoria via the shadow paths to consult with Vanity about involving the lady of the Abyss in our plans, while the agrees that the lady would be keen (sane or not) in her insanity phase she wouldn&#039;t know when to stop and could get captured which would be all bad.&lt;br /&gt;
&lt;br /&gt;
Back to the abyss and a week to get to Damien to see what he knows of the staging post, he sends a scout (Point) which takes another week for its round trip.&lt;br /&gt;
Point tells us there is a mile long asteroid ship there and spawn of Tethys (Lady of the Deeps).&lt;br /&gt;
&lt;br /&gt;
We come up with a crazy plan and head to Nualis, a week later we are in the Astral heading to the gate of David, the Lord of Artificing.&lt;br /&gt;
His people give us some interesting alchemical concoctions to try and note the unfortunate effects. David agrees to gives us the cases we ask for if we have a small wager with him. It&#039;s a race to the bottom of his mile high tower, the last one to use magic or trickery to avoid the damage wins.&lt;br /&gt;
Domino would like 3 days first to leave the extra explosives he&#039;s carrying at his house, which David agrees to.&lt;br /&gt;
While we&#039;re at his house Domino explains that David has a skill of landing and the he will simply plummet and land safely. To win we have to cheat somehow and get away with it. He creates an Illusion to fool David, Kilroy and I come up with a plan, then we return.&lt;br /&gt;
&lt;br /&gt;
Kilroy prepares the landing area with bound water, making the water soft. And binds some air to streamline his fall. I rely on my flying and Aerial affinity to fall faster, then we all jump. David pierces Domino&#039;s illusion, we impact at much the same time as David and he calls it a draw.&lt;br /&gt;
&lt;br /&gt;
With 4 cases containing enough explosive to level a small city, we head back to the abyss and towards the staging post. Two weeks later, we stop about 5 miles out.&lt;br /&gt;
&lt;br /&gt;
=== The Abyssal Big Bang ===&lt;br /&gt;
; Day 573-593&lt;br /&gt;
We spend days tunnelling in from 5 miles out with Earth Elementals, Binding Earth and similar abilities. Hiding the tailings from scouts is one of the biggest issues on a featureless plain.&lt;br /&gt;
Eventually we make it and cautiously emerge beneath the ship which is floating a few feet off the ground.&lt;br /&gt;
The rock is normal, not Abyssal rock which makes it easier but half of it is bound to move to repair holes so we have to work around those bits.&lt;br /&gt;
We make our way in through the hull slowly and carefully then barely avoid some sort of telepathic scan which we assume is the Elder Brain. We figure if we go slowly then sooner or later we will fail to hide from the brain so we go faster with Kilroy destroying the rock to create a crawlway.&lt;br /&gt;
Despite our precautions a patrol of demons spot us and crawl under the ship to check what&#039;s going on.&lt;br /&gt;
We quickly cross into the crawlway and close it behind us while we continue the rest of the way through the shell.&lt;br /&gt;
Kilroy sends his spirit to scout, the inside is dark and deserted, we consider breaking in but decide that setting them off in the outer shell means there&#039;s less chance of them being found and deactivated. As we&#039;re almost set to go, we feel a shift, spirit scouting again the ship hasn&#039;t moved but the inside has changed, we guess there&#039;s some kind of shifting above/below the universe going on in a Transuranian kind of way. A little while later it shifts back.&lt;br /&gt;
We set the cases to go off in 4-5 minutes then leave...&lt;br /&gt;
&lt;br /&gt;
Plan A was to Banish/Recall our way out but something is blocking them. Kilroy re-opens the exit and we jump down. 10 of sims demons are in our tunnel, the other 20 are up top waiting their turn.&lt;br /&gt;
I send a dozen dragon-warriors up to delay the topside demons and engage the front line down below. Domino sends a fireball down the tunnel and I try to shield him and Kilroy from the back-blast, which works well enough until the black iron grenado&#039;s the demons were carrying detonate, this mangles everyone. The fire triggers a secondary explosion in the dust-laden air which extends up to where we planted the carefully timed explosives which will almost certainly lead to early detonation. Domino projects his concern as a mass fear which is enough to encourage the demons to run. We feel the shift of the inner ship again and I wish for the detonation to catch them at their most vulnerable.&lt;br /&gt;
Kilroy teleports down the tunnel, Domino leaps into the trump in my pocket and I windwalk down the tunnel.&lt;br /&gt;
I make it about half a mile before the blast wave hits, incinerating the air faster than it can rush away. Impending death looms so I leap into it, my windwalk cloth burning away as I move into death.&lt;br /&gt;
The next thing I&#039;m aware of I&#039;m galloping clear as some sort of fire horse, a short while later I stop and check out my new form, a tan steed with dark mane and bronze hooves.&lt;br /&gt;
Domino gets out of the trump and I check around for Kilroy and get a sense of him below us and heading a long way away.&lt;br /&gt;
&lt;br /&gt;
With nothing much we can do for him now we head for our rendezvous point which is where Kilroy would Banish to once he is able to do so. As we leave we can see a large glowing cube rising from the burning wreckage with several figures inside.&lt;br /&gt;
&lt;br /&gt;
Galloping in my new horse form transits the void faster so we make it to the edge of New Terra in 3 1/2 days, no Kilroy yet, we wait a while then contact Jade Rain to see if she can tell where he is. Half a day later, Jade Rain tells us that Kilroy is within something beneath the universe that is travelling back and is due in a dozen years.&lt;br /&gt;
Domino calls on [[Moonlight Sleeping on a Midnight Lake|Moonlight]] who agrees to open a portal for Kilroy and his ride if we take care of the Elder Brain we released into the abyss.&lt;br /&gt;
&lt;br /&gt;
Kilroy and his Bakku return, we spend a day patching up wounds and armour then head for Nualis. The Elder Brain and Transuranians got there ahead of us by teleporting across the void, Moonlight teleports us there only a couple of days behind them.&lt;br /&gt;
They emerged into the rift valley and raided the mine into Hell. They killed some devils and took a lot of Brimstone, we carve on the wall that the Elder Brain and Transuranians were responsible and postpone chasing them any further, guessing they have headed to Reich to get healing from the Biolurgen.&lt;br /&gt;
&lt;br /&gt;
We head back to New Terra instead to pick up the last case and Domino&#039;s Grenados from his house, then to Kerberoth and through to our house in Perfidious Albion.&lt;br /&gt;
&lt;br /&gt;
Refugees from Yboracum are camped out in the forest, pumping them for information I find out that the city was invaded and is occupied by someone who came up river from the Sea.&lt;br /&gt;
We go to investigate and find out it is le Comte de Versillac who is now an immortal know as White Raven. We meet and talk with him. He has a dozen Golems made from form-without-substance and substance-without-from, they are nearly indestructible and spearheaded his invasion. He took the city for it&#039;s manufactories, to create an army to annihilate the Holy Mother Church. He knows of the invasion of Victoria, it has started which is why he attacked, figuring he was safe from retribution while they&#039;re focussed on that. The attack on Victoria is taking place over several years here compressed into a much more rapid attack at the other end.&lt;br /&gt;
&lt;br /&gt;
We part ways and head south towards the Londrum Metroplex to mess up their plans.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s End ===&lt;br /&gt;
; Day 594-608&lt;br /&gt;
Flying south by Air Ship we land well out of town, wait for night and then sneak in down the Fleet River.&lt;br /&gt;
Laying low within the outer city, we wait until after dawn then brazenly enter through one of the gates as a Wolf Lord, mounted on his steed with hound at his heel.&lt;br /&gt;
&lt;br /&gt;
The city is quieter than when we were last here, people seem to have been leaving town - or being killed off.&lt;br /&gt;
Hijacking a Fox Lady&#039;s coach we make our way to near the palace of clocks, break into an empty house and set up shadows to return to.&lt;br /&gt;
Then back to the carriage and east to where Domino and company previously broke into the time infused sewers, we are dropped off and dispatch the carriage to take the ladies safely out of town.&lt;br /&gt;
&lt;br /&gt;
Making our way to the bottom of the spiral we bore through to the old sewers beneath and then make our way west.&lt;br /&gt;
Kilroy and Domino try to divine the layout of the sewer-time-multidimensional-maze, Kilroy makes a 3 dimensional approximation of it, Domino looks to closely then keels over unconscious - now would be a good time to have a healer.&lt;br /&gt;
There are no external wounds and Kilroy thinks there&#039;s a wound inside his head, so we cut it open and stick a nut in - that wakes Domino up though he&#039;s a little square-headed. We warn him of some details he probably shouldn&#039;t dwell on right now.&lt;br /&gt;
&lt;br /&gt;
Using our new knowledge to continue towards the centre of the maze beneath the Palace of Clocks, we get most of the way there before we a are spotted by a short-lived vampire (lifespan about 4.5 seconds after meeting us) but he probably got a warning away on mind speech.&lt;br /&gt;
Going in a bit further, we plant the case on a 10 minute timer, backtrack, lay an obvious trail heading away and shadow walk back to the empty house.&lt;br /&gt;
&lt;br /&gt;
From there we make our way through the streets, setting siege venom on the bridge nearest the Palace of Clocks and the chaos seed on the side furthest from the explosives. Kilroy unfreezes Left, now within a mile of the Palace of Clocks it is not possible to turn right - this is bad for the many clocks within the palace.&lt;br /&gt;
&lt;br /&gt;
Upping our pace we head for the edge of town but only make it a few blocks before we notice a short, slim man with a pronounced widow&#039;s peak on the street behind us - Set, The Lord of Serpents!&lt;br /&gt;
Running now, Domino calls The Panther and we take the first left to break line of sight, Set transforms into a Feather Serpent and flies after us, gaining ground. We break into a house on the left, the snake breaks into the roof then starts ripping through floors to get to us. We turn left again and break through into the adjacent building, Kilroy putting a rune wall down behind us. The snake crashes through the floor to go under the wall, we smash through building after building with Set crashing through the basements gaining ground on us, Domino leaves a Siege Grenado for him but he just takes it on the chin, barely slowing.&lt;br /&gt;
&lt;br /&gt;
The Panther arrives, we break out onto a narrow street, the Panther is slowed getting to us by the no-right turns, we have to engage Set to buy time.&lt;br /&gt;
Kilroy drops blinding light, I step up to engage, Set poisons everyone that directly targets him so Kilroy and Domino target me with Fireballs while I close and try to restrain him with Kamuel&#039;s gauntlets. I add the Unforgotten into the fray but the evil snakes spends enormous amounts of power like it&#039;s nothing to avoid the damage then starts to head to the river, dragging me with him.&lt;br /&gt;
Putting everything into it I clutch his right arm and leap back trying to fling him into the maw of The Panther, I end up sailing through the air with his arm.&lt;br /&gt;
Kilroy blasts him with freezing wind and Domino hits him directly with magic, barely surviving the return poisoning. But we are making progress, Set is slowed a bit by the wind and irked by the loss of his arm as it makes his restoration potion harder to uncork and drink.&lt;br /&gt;
&lt;br /&gt;
He makes it to the river as The Panther pounces, but he calls on the Lord of Similarities to activate a trap they had prepared and capture &#039;the cat&#039;.&lt;br /&gt;
Landing back next to Set I drop two seven-packs of Fireballs and whack him a few times to keep his attention while Kilroy sneaks up with an active Sacrifice, wishing his restoration to be swapped with Kilroy&#039;s 90 pt Restorative just as he drinks it surprises the snake and he takes a lot of damage. The while he&#039;s off-balance Kilroy strikes and kills him with the sacrifice.&lt;br /&gt;
Then he promptly resurrects and turns into a serpent to fly off, Domino cures himself and Kilroy of the venoms while I leap after the snake to slow him down. Grappling in mid-air, he thrashes against the buildings before we both crash to the ground.&lt;br /&gt;
Grappling and biting each other gives Kilroy and Domino another chance to sacrifice and grand accelerate him which only partially work but he does seem to be getting worried and eventually overcomes the grip of Kamuel&#039;s gauntlets to turn insubstantial.&lt;br /&gt;
Quickly drawing my axe I strike with all my might and slay him again.&lt;br /&gt;
Domino pins his spirit and we pick up the corpse.&lt;br /&gt;
&lt;br /&gt;
Considering if we can do anything for The Panther we seem the Lord of Similarities on the other side of the river as the more destructive secondary explosion goes off.&lt;br /&gt;
We &amp;lt;s&amp;gt;flee&amp;lt;/s&amp;gt; rapidly move to exit the blast zone, Kilroy gets clipped and loses a couple of ravens but we make it.&lt;br /&gt;
&lt;br /&gt;
A couple of days later we meet up again at our house and quickly loot our prize.&lt;br /&gt;
&lt;br /&gt;
Before anything can go wrong we make for Victoria to hand Set&#039;s body and bound spirit over to the Lord of Patterns who would be delighted to make a new rug out of him.&lt;br /&gt;
&lt;br /&gt;
=== Chapter 11 ===&lt;br /&gt;
; Day 609-&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91329</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=91329"/>
		<updated>2021-11-24T05:04:03Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Shaman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Force ====&lt;br /&gt;
This ring is carved from a ram&#039;s horn, set with a stone of smoky quartz, and weighs 2 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Spectal Hand is cast through it, it creates an invisible, insubstantial cube 15&#039; x 15&#039; x 15&#039; which lasts 30 seconds (+10 seconds per Rank). While duration lasts, the wielder can have one face move to the opposite side of the cube over the course of a single Pulse. It will follow the Adept&#039;s command to execute one specific task (&amp;quot;smash through that locked door&amp;quot;, for example) and then will dissipate. Will do [D10!-5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone. &amp;lt;br&amp;gt;&lt;br /&gt;
The cube must be able to fully manifest (i.e. it must be placed in a space large enough to hold the cube).&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
A shaman attends to the ancestor spirits of their community. They act as messengers, visionaries and advisors. Their skills are intimately bound up with the realm of spirits and the underworld so their abilities largely depend on the mana level. &amp;lt;br&amp;gt;&lt;br /&gt;
Where dice are specified, they are roll up dice, but the number of faces will vary dependent upon the availability of mana and spirits. A shaman usually has access to at least one kind of spirit of Man, and may also have one or more kinds of spirit of the Land (Land, here, meaning type of environment, for example Forest, Desert, Lake, etc. Note that environment is different to element), or, more rarely, Totems.&amp;lt;br&amp;gt;&lt;br /&gt;
The shaman has a Conjuring Dice Pool equal to their Rank in the Shaman skill. Unless specified otherwise, all of the dice in the pool are roll-ups and the number of faces is defined by this schedule:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Available Mana&lt;br /&gt;
|Faces&lt;br /&gt;
|-&lt;br /&gt;
||None&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
||Normal&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|10&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Industrialisation&lt;br /&gt;
| Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-1&lt;br /&gt;
|-&lt;br /&gt;
|Iron Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-2&lt;br /&gt;
|-&lt;br /&gt;
|Age of Steam&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-3&lt;br /&gt;
|-&lt;br /&gt;
|Atomic Age&lt;br /&gt;
|align = &amp;quot;CENTER&amp;quot;|&amp;amp;nbsp;-5&lt;br /&gt;
|}&lt;br /&gt;
If the number of faces is reduced below 2,then Conjuring cannot be used.&amp;lt;br&amp;gt;&lt;br /&gt;
A shaman can only raise a spirit that is appropriate to their current environment. This means that they cannot wake, say, a Lake spirit when they&#039;re in the caldera of a volcano. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waking Spirits.&lt;br /&gt;
A shaman may waken a spirit when they are in the appropriate environment. They gain a bonus to this equal to 1 roll up die for every five full points of Magical Aptitude, and they can add some, none or all of the dice from the Conjuring Dice Pool. The size of each die is determined by the Mana level of the environment, modified by the level of Industrialisation. &amp;lt;br&amp;gt;&lt;br /&gt;
The shaman chooses a target number (T) and rolls their dice. Each result which equals or exceeds T is a success and wins a service from the spirit. A service that draws the spirit out of their environment automatically fails and the spirit returns to their realm however many remain. The same thing happens at dusk or dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Wakening a spirit wreaks a terrible toll on the shaman, draining 3 x T directly from FT. They may resist the drain by rolling 1 &amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt; for every five full points of Willpower, plus as many as they choose from what remains in their Conjuring Dice Pool. The target number is T, and every success reduces the drain by T. However, if T is greater than one quarter of their Magical Aptitude, then the drain is applied to EN as well as FT. Each success to avoid drain applies to both FT &amp;amp; EN, but the shaman is always Stunned.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Types&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of Man&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:		{{BeastStats| T * 4 - 8 | T * 4 | T * 4 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 8 | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
City Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Fear, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Field Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Hearth Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Possession, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Land&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;				&lt;br /&gt;
Desert Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Forest Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Possession, Confusion, Fear, Guard, Materialisation&amp;lt;br&amp;gt;&lt;br /&gt;
Mountain Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 5 | (T - 2) + 2 | T - 2) + 2 | T * 6 | T * 5 | T * 6 | T * 4 | T * 4 | T * 4 - 14 | T - 2 | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Prairie Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 2 + 2 | T * 2 + 2 | T * 4 * 4 | T * 4 + 4 | T * 6 | T * 4 | T * 4 | T * 4 - 12 | T - 2 | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Sky&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;			&lt;br /&gt;
Mist Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Guard, Materialisation, Movement&amp;lt;br&amp;gt;&lt;br /&gt;
Storm Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 | T * 4 | T * 8 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Concealment, Confusion, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Wind Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 - 2 | T * 4 + 2 | T * 7 | T * 4  | T * 4 + 2 | T * 5 | T * 4 | T * 4 | T * 4  | T | T  }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spirits of the Water&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lake Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 + 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T * 2 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
River Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 3| T * 4 | T * 4 | T * 4  | T | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Sea Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 6 + 8 | T * 4 | T * 4 | T * 4  | T * 5 + 3| T * 6 + 8| T * 4 | T * 4 | T * 4  | T | T * 3 }}&amp;lt;br&amp;gt;&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialisation,	Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
:			{{BeastStats| T * 4| T * 3 | T * 4 | T * 4  | T * 4 + 3| T * 5 + 3| T * 4 | T * 4 | T * 4  | T / 2 | T }}&amp;lt;br&amp;gt;		&lt;br /&gt;
:              Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
::			Accident, Entangle, Concealment, Confusion, Engulf, Fear, Guard, Materialisation, Movement, Search&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Accident&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: A spirit with Accident can cause a seemingly normal accident to occur. The exact nature of the accident depends on the circumstances and surrounding environment.&lt;br /&gt;
: Possible consequences include: tripping, getting a mouthful of leaves, banging knee painfully, dropping something, accidentally ejecting the clip from a gun.&lt;br /&gt;
: Accident isnâ€™t dangerous in itself, but the situation can make it so, e.g. tripping on a narrow mountain ledge, etc. In particular, if Accident is used against a vehicle, it can force the driver to make a Driving check to avoid a crash.&lt;br /&gt;
&amp;lt;u&amp;gt;Concealment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Concealment can mystically hide itself or others, or, alternatively, hide something that people are looking for. Concealment subtracts the spirit&#039;s Magical Aptitude full any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the spirit&#039;s T and concealed subjects can see each other if the spirit allows it.&lt;br /&gt;
&amp;lt;u&amp;gt;Confusion&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Confusion can befuddle a victim so that the target is unable to make decisions, loses their sense of direction, remember what they were doing, and so on.&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&lt;br /&gt;
&amp;lt;u&amp;gt;Engulf&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Engulf can draw victims into itself or the terrain it controls. It is a Close attack and cannot usually be avoided. Damage is automatic as the victim is bound in its grasp (but observe Earth Engulf). Engulfed victims may not move, although they may attempt to Withdraw from Close on their Initiative.&lt;br /&gt;
:In general, a spirit inflics 1 roll up D10 for every two points of T.&lt;br /&gt;
:The secondary effects of engulfing attacks:&lt;br /&gt;
::Fire Engulf: The victim takes Fire damage. Unless armour is especially resistance to fire, its Protection value is reduced by the number of dice the attack generates. This reduction is cumulative and when the armour is entirely overcome, indicates that it has been destroyed.&lt;br /&gt;
::Water Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the spirit is capable of exerting great pressure on the victim. Protection from Armour does not apply, although Damage Reduction may.&lt;br /&gt;
::Air Engulf: The victim automatically takes FT damage, EN damage when FT is exhausted because the attack is treated as suffocation and pressure attacks against bronchial tissue. Protection from Armour does not apply, although Damage Reduction may. &lt;br /&gt;
::Earth Engulf: The victim takes Physical damage, and the Protection value of armour applies. However, the spirit can deliver two additional attacks in Melee or Close which have a Strike Chance of T * 10%. This is usually C Class damage but ultimately depends on the constitution of the spirit. &lt;br /&gt;
&amp;lt;u&amp;gt;Fear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Fear can force a victim to roll on the Fear Table adjusting the result upward by its  Magical Aptitude.&amp;lt;br&amp;gt;&lt;br /&gt;
:The victim may attempt to shake it off by taking a Pass Action and rolling under 2 x WP%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Guard&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit with Guard can prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. Guard can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the spiritâ€™s T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Materialisation&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:A spirit that can Materialise is capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialised, they may affect physical&lt;br /&gt;
targets but are generally Immune to Normal Weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Movement&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may multiply or divide the targetâ€™s movement rate within the terrain it controls by its T value.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Possession&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit can project themselves into the material world, by possessing an object or place allowing them to interact with physical beings. Such a spirit may affect physical targets. &lt;br /&gt;
&amp;lt;u&amp;gt;Search&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The spirit may seek any person, place, or object. To find the target, the spirit makes a Break 100 roll =&amp;gt; Magical Aptitude + Perception. The spirit must have seen what it is searching for before or be provided with a mental image of it from their summoner.&lt;br /&gt;
:If the target doesn&#039;t want to be found, then the target is 100 (+ WP). If they are actively hiding, then the target is 100 (+ 2 x WP).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90822</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90822"/>
		<updated>2021-09-10T21:09:36Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Enhanced Jade Amulet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Jade ===&lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90821</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90821"/>
		<updated>2021-09-10T21:08:19Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
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Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Jade Amulet ===&lt;br /&gt;
When worn as a cloak clasp or a brooch on the right breast, it increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90820</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90820"/>
		<updated>2021-09-10T21:02:40Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
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Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Agate Amulet ===&lt;br /&gt;
[[Image: Agate amulet.jpg|left|65px]]&lt;br /&gt;
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
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. &lt;br /&gt;
{| border = 1 cellpadding = 2|&lt;br /&gt;
!colspan=3 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Charges&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |3&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |2&lt;br /&gt;
|width = &amp;quot;50px&amp;quot; align =  &amp;quot;center&amp;quot; |1&lt;br /&gt;
|}&lt;br /&gt;
Once all of the charges are used, the amulet fades to a greenish dust.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90819</id>
		<title>Spell Rack</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90819"/>
		<updated>2021-09-10T10:28:09Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Name: Name: Sticky */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
=Spell Matrices=&lt;br /&gt;
A spell matrix takes 7 half days of magical training to create. They must also expend Experience to create each of them. The  base cost for a spell matrix is 1000 Experience divided by (the Adept&#039;s MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with its particular incantation. If the spell cannot be ritually cast, it cannot be racked.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incantations=&lt;br /&gt;
;Note&lt;br /&gt;
*These are simply examples of incantations, the constraints, costs and effects will vary depending on the spell. AoE incantations for Enchanted Sleep, if available at all, should be substantially more expensive, for example.&lt;br /&gt;
*An incantation is learnt for a particular spell. In the &#039;Spell&#039; entry, a specific spell name should be entered and it will only work for that spell.&lt;br /&gt;
*The doubling cost applies to the incantation of the specific spell named in the &#039;Spell&#039; entry. So, for example, the cost for Quickcast incantations of Bolt of Fire and Dragonflames would double separately.&amp;lt;br&amp;gt;&lt;br /&gt;
An incantation of a spell is like an inversion of a chord. The spell is largely the same, but with some variations.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Indicates the kind of spell appropriate for the incantation. In practice, the name of a spell would be entered here. E.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A description of the incantation&#039;s effects. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; The base Experience cost of the incantation. An incantation is bought for each spell separately. The first cost of a spell&#039;s incantation is as listed, each subsequent purchase doubling the cost. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The limitations that applies to the incantation. Some reduce the Adept&#039;s FT value by some amount. When the spell is no longer in the spell rack, the Adept can recover the lost FT through rest or restoratives as if it were spell casting FT loss. Most incantations unrack the spell, which mean that they are lost and cannot be used until the Adept has an opportunity to rack it.&amp;lt;br&amp;gt;&lt;br /&gt;
==Learning Incantations==&lt;br /&gt;
It takes one day of magic training per 500 points of the initial cost of the incantation to learn it. The incantation is learnt once. Subsequent versions of an incantation of a spell take just one day to learn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Putting it all together=&lt;br /&gt;
So, let&#039;s say you are a Mind Mage with a Quickcast incantation for your Healing spell (which would have cost you 5,000 Experience to learn, amongst other things). You have a spell rack which you have either found on an adventure, or learnt how to make. Because incantations of spells can only be cast out of a spell matrix, you need to create one for your spell rack. So, a spell rack is a container for spell matrices, each spell matrix can contain an incantation of a spell. Making a matrix will take 7 half days of magical training. Because you have 17 MA, this first spell matrix would cost 500 Experience (1000/(17-15))= (1000/2) = 500.&amp;lt;br&amp;gt;&lt;br /&gt;
You spend the time and Experience, and now you have a matrix in your rack. To rack your incantation,  you have to ritually prepare the spell, and cast it into the matrix, which does not require a cast check or any FT. However, your FT value will be reduced so that its maximum value is 4 less than it was before. &lt;br /&gt;
This is because that is one of the constraints on the Quickcast incantation. &amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, it discharges, or &#039;&#039;&#039;unracks&#039;&#039;&#039;. This means that the matrix is emptied of that incantation. You can rack it later when you have an opportunity to ritually prepare it, but for the moment, it is no longer available to you. As a result, your maximum FT value is reset, although you still have to recover it, and it is considered to be lost as a result of spell casting.&amp;lt;br&amp;gt;&lt;br /&gt;
If you learn another Quickcast incantation for your Healing spell, it will cost you 10,000 Experience to learn. If you want to have two Quickcast incantations of Healing at the same time, you will need to create another spell matrix. So, it&#039;s going to take another 7 half days of magical training time to make a matrix, and this time the Experience cost has doubled to 1,000. Bear in mind that the constraints mean that your FT value would be reduced by 8 if both incantations are racked at the same time, and if you use a Quickcast Healing incantation, you cannot cast another Quickcast Healing for 3 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
So, just to review the process, when the spell is released from the matrix, the usual spell preparation and Fire Actions are required (except for Quickcast which does not require spell preparation) and the usual amount of FT is expended. If your maximum FT was reduced when you racked the spell, that maximum is reset, but the FT is still lost as if from spell casting or tiredness. So, if you racked two Quickcast Healing incantations and a Quickcast Disruption incantation, 12 is taken from your maximum FT (e.g if your maximum is 23, it is reduced to 11). When the spell is released, it will cost the usual 2 FT and your maximum will be reset by 4 to 15, but your current FT will be 9. The 4 FT reduction must be rested back in the usual way for spell casting or tiredness.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Examples=&lt;br /&gt;
&lt;br /&gt;
== Name: Sticky ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells with a duration of Immediate: bolt spells, etc.   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell attaches to the target and persists for a few pulses, the Rank halving each pulse until it falls below 5. Fractions are rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Only spells whose duration are Immediate, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Quickcast==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of this spell for three pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Minor Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell affects all legal targets within a megahex.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Major Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Range==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a range greater than touch. Trollskin  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the range of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Duration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a duration greater than Immediate  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the duration of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Penetration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then 	subtractions to MR.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Half Damage==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any damage spell that does not inflict half damage, e.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; If the target of the spell resists, then they take half damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Serpent==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more snakes which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 4 and last for 1 pulse per Rank of the Spell or until it arrives at its target, whichever comes first. The spell&#039;s effects are applied 	if a serpent ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Jackal==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more jackals which display the spell&#039;s properties if the are obvious. It travels to the target(s) at a TMR of 8 and last for 1 pulse for every 2 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a wolf ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Starling==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more starlings which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 16 and last for 1 pulse for every 4 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a starling ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Magazine==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Multi-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Multi-Target==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Single-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. . &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Enhance Rank ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell&#039;s Rank is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specific Examples=&lt;br /&gt;
== Binding &amp;amp; Animating Magics ==&lt;br /&gt;
&lt;br /&gt;
=== Wall Walking - Phased Defence ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour (+ &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept may alter their substantiality by taking a Pass Action and enter solid objects as normal. In addition, if they Break 100 = &amp;gt; Rank, they may halve damage from a physical attack after it has penetrated armour and all other protections. However, if they Break 100 =&amp;gt; Rank versus an attack that damages by heat, cold, fire, flame, ice, lightning or electricity, then the damage is doubled before any protections are applied and their Magic Resistance is halved. The Adept is obliged to test against all damaging attacks, unless they choose to end the Incantation, which requires a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transparency - Invisibility ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 5 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The target of this Incantation is somewhat displaced into the Astral and thereby rendered invisible. Invisible things may not be seen by non-magical means and do not have shadows or reflections. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). Invisibility may be cast over objects or entities (and any possessions of either). An objectâ€™s possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin put in the invisible chest will become invisible). Note that light may not be a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check (whether resulting in a â€œhitâ€ or not) that does not involve a Thrown or Missile weapon (used as such). This restriction does not apply to Invisibility when cast at rank 16 or higher. The target may always choose to end the spell at any time. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Durability - Mage Armour ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour (+ 1 hour / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Armour, Clothing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation increases the protectiveness of the wearer&#039;s clothing or armour, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adhesion - Web ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet (+5 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute (+ 30 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation allows the Adept to project a sticky web, similar to a spider web in construction, from their fingertips that is 5 feet wide (+1 foot / Rank). The web will entangle any entity or object in the volume that does not Resist. The web may be cut in a hex if it is successfully struck for a single blow of 10 B Class damage (+ 1 per Rank) or more. The web has no defence, but Strike Chance is halved. Any ensnared entity must roll 1 x PS (2 x PS if they successfully resisted) - 1 / Rank 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. Any dropped object will become ensnared by the web, as will any entity who comes into contact with it (up to the limit of the web).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Incantation requires a material component, created by an Alchemist as if they were storing the Adhesion spell in a potion. This costs the same as it would if it could be created but otherwise has no use.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires &amp;quot;Adhesion Potion&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Creation - Major Creation ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 day (+1 day / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time:&#039;&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concentration Check:&#039;&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation must be Ritually Cast to create an object from a larger source of its constituent substances by drawing forth the materials from the source. All constituent materials must be within 5 feet (+ 5 / Rank). Any number of different substances may be combined into a single finished object with this ritual. The substance sources are in no way damaged or reduced by the ritual. The created object may be any object which the adept can see or has studied and may not exceed 10 cubic feet (+ 10 per Rank) in volume, nor 50 lbs (+ 50 / Rank) in weight. The object is physically real with all normal attributes. The object may not be created enclosed by or enclosing anything. Complicated or fine quality objects may not be created without the appropriate artisan skill. No alchemical, herbal or other quasi-magical objects may be created. Created food provides no sustenance. At the end of its duration the item vanishes. The object is a magical construct and will have a magical aura, regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust &amp;amp; Sand - Wall of Fire ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Wall of Dust &amp;amp; Sand spell creates  a 5 foot high,  20 foot long , 1 foot thick wall of flames, or a 5 foot high, 1 foot thick circle of flames with a 5 foot radius, or a pillar of fire 15 feet high with a 2 foot radius. The Adept can increase any single dimension by 1 foot / Rank. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall must be anchored to a surface and cannot easily be seen through. Any object or entity that passes through the wall must resist or suffer D10 ( + 1 / Rank) damage. If an entity resists the damage is halved. The wall will provide light equivalent to a large campfire. At Rank 20 the Adept may double the damage of a Wall of Fire by halving its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Wall of Ice ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet (+ 10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 10 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation conjures a wall of ice that is 10â€™ high, 20â€™ long and 2â€™ thick, or a pillar 15â€™ high with a 3â€™ diameter. The Adept may choose to increase the height of the wall by 1â€™, the width by 2â€™ or the thickness by 6&amp;quot;, or the height or diameter of the pillar by 1â€™, for each Rank the Adept possesses in the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be uniformly curved up to a half circle. The wall may not be created on top of an entity, and is subject to the usual restrictions on physical walls. The wall is translucent but not transparent. When the spell duration expires the ice returns to whence it came.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,250 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Mirage Wall ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 15 feet (+ 15 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation creates an Illusion of a linear or smoothly curved wall. It may have all the characteristics of any other wall spell (except solidity, damage or fear), or mimic an adjacent surface instead. The wall is 20â€™ by 10â€™ by 12&amp;quot;, with each Rank altering its height or width by 2â€™ or thickness by 4&amp;quot;. The wall must be attached along the entirety of one of its thinnest edges.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bound Speech - Free Speech ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation gifts the target with a language known to the Adept. Their level of proficiency is half the Rank of the Bound Speech spell or the Adept&#039;s Rank with the language, whichever is least. &lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== E&amp;amp;E ==&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Levitate ===&lt;br /&gt;
Spell: Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Mystic Elevation ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mystic Elevation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ventriloquism - Whisper Line ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Whisper Line&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Ventriloquism&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other  by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept&#039;s range, they may be returned to it, requiring the Adept&#039;s touch as above.&amp;lt;br&amp;gt;&lt;br /&gt;
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mind Magic ==&lt;br /&gt;
&lt;br /&gt;
=== ESP - Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Suggestion  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Suggestion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt; &lt;br /&gt;
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Sleep ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration Maximum: 5 minutes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to target 1 entity (+1 entity per 3 or fraction Ranks) within range, whether they are hostile or not, who will fall asleep over two Pulses. The target&#039;s Magic Resistance is halved for the purposes of this spell. The Adept may only keep the targets unconscious while they maintain their Concentration. At the end of this time, victim&#039;s of this spell may recover conscious or continue sleeping depending as determined by the DM..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1800 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, suspends the Adept&#039;s Resist Pain Talent for 5 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Auto-Hypnosis ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may target themselves with a post-hypnotic suggestion lasting 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read. In addition, they ignore the first Rank damage from Nightmare Illusions, Phantasms and Spectral Warriors per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Cortex Shield  ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read and improves their Magic Resistance versus Mental Attack by 10. In addition, if they gain 1 (+ 1 per 3 or fraction Ranks) re-rolls against loss of consciousness from Mental Attack, Enchanted Sleep or Knockout Gas.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Force Shield - Pentagon Shield ===&lt;br /&gt;
[[Image:Forceshield.jpg|right|60px]]&lt;br /&gt;
This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This  only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mind Shield, Mind Cloak or similar magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the caster&#039;s megahex at the time of casting benefit from Mind Shield for the duration of the spell&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Quick Cast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Quick Cast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Blood Cast ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may draw upon 2 EN to cast this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Healing cures EN damage first, including the 2 EN lost casting the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - The Fruit of Laurelin ===&lt;br /&gt;
[[Image:Fruit of Laurelin.jpg|right|150px|Fruit of Laurelin]]&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a memory of the Fruit of Laurelin to bear them across the sky for the duration of the spell or until they dismiss it, which requires a Free Act. The vehicle has a movement rate of  860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank). TMR is 8, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Phantom Armour ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The  lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed.. &amp;lt;br&amp;gt;&lt;br /&gt;
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Wall of Force ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+5 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+5 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Creates a 10â€™ high, 1&amp;quot; thick, 20â€™ long Wall of Force, or a 10â€™ high, l&amp;quot; thick, 5â€™ internal radius ring of force, or a 15â€™ high, 5â€™ diameter pillar of force. The adept may increase any dimension except thickness by 1â€™ / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank &amp;quot;hexes&amp;quot; before the exit the other side. Damage that is intercepted causes spider&#039;s web like cracks to appear in that 5 foot section. Exceeding the wall&#039;s damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3â€™ square will result in a wall which is only 3â€™ long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5â€™ radius, with a rank 0 wall affixed to it will end in a flit edge 15â€™ beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1â€™ off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Mind Blast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mind Blast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Creeping Senility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Living sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disruption - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Levitate ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Air Magic ==&lt;br /&gt;
=== Gaseous Form - Mist Step ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self, Touch at Rank 10+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted &amp;lt;u&amp;gt;once per pulse&amp;lt;/u&amp;gt;. The Adept must &#039;Break 100&#039; by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flying - Walk on Air ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Earth Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trollskin - Cannibalise ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Cannibalise&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Trollskin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hands of Earth - Earthgrasp ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Earthgrasp&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hands of Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Hands of Earth spell causes ethereal strands of elemental earth to rise up and enshroud the target(s). This increases their affinity with the earth, making them heavier and strongly attracted to the ground. Their PS is reduced by 2 (+2/Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is less effective against creatures with more stability and leverage (quadrupeds and the like), who halve the PS penalty. Multi-hex creatures double their MR vs this incantation. These modifiers stack.&amp;lt;br&amp;gt;&lt;br /&gt;
Flying entities that are no higher than 20 ft (+5 ft/Rank), but are otherwise in range of the spell (i.e. the targets are within range of Hands of Earth if they were on the ground) are considered legal targets. If the target is a natural flyer, and PS is reduced to less than a half of their racial average, then they will be forced to the ground. If they fly because of a spell, then each Rank in Hands of Earth reduces the Rank of the target&#039;s flying spell. If the result is a number less than 0, the target is similarly forced to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Flying quadrupeds etc in the air do not halve the PS reduction. Neither do flying multi-hex creatures double their MR vs this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Conjuring &amp;amp; Controlling Earth Elemental - Ent Call ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth Elemental&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This special incantation gives the the elemental the form of an [[Ent|ent]] over the passage of a Pulse. The duration of the conjuration and control spell is 1 hour (+1 hour per Rank). His stats are the same as the elementals, and, indeed he has the behaviour of an elemental, not an ent. Except that, like an ent, he may not be banished and is not dissipated if separated from the earth.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Stone - Stoneskin ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell effect is transformed and absorbed into the body of the Adept. They may call upon Stoneskin to avoid any damage from a single attack, although environmental effects like an avalanche or explosive decompression are at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
Calling upon Stoneskin is a &#039;&#039;&#039;Free Action&#039;&#039;&#039; and may even be used before the Adept&#039;s initiative, although it requires their &#039;&#039;&#039;next&#039;&#039;&#039; Pass Action. The effects of the Stoneskin last for the duration of the spell or for 1 attack per 4 Ranks, whichever comes first. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot be taught.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fire Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Smoke Creation - Toxic Fumes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft + 10 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must make a Endurance check or succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11 â€“ 14 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.&amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces the FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fire Arc - Translocation ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self &amp;amp; companions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Fire - Firethorns ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleansing Flame - Dispel Unclean ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
Exception: The incantation cannot dissipate curses, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball - Orbs of Flame ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Orbs of Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Fireball&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard&#039;s Eye, Waters of Vision etc, but not Telepathy).&amp;lt;br&amp;gt;&lt;br /&gt;
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Celestial Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illumination - Moonbeam ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Illumination spell causes moonlight to fall from the sky over an area 5 feet in diameter (+10 feet per Rank). The intensity of the light is merely a glow at Rank 5 or less, equivalent to the light of a candle from Ranks 6 - 10, equivalent to the light of a torch from Ranks 11 - 15, and from Ranks 16 - 20, it is equivalent to a lantern. &amp;lt;br&amp;gt;&lt;br /&gt;
Any entity that can change into the shape of a beast, magical or otherwise, must Break 100 + EN + WP + MA or assume an animal form if they can. They must stay in this shape for at least 1 minute before they can change back. If the spell has been Ranked to 20, the Adept may choose not to inflict this penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, an entity whose Aspect is Lunar may subtract 5 from their die rolls while in the Area of Effect, whereas those whose Aspect is Solar must add 5 to theirs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&lt;br /&gt;
&lt;br /&gt;
== Necromancy ==&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rigor Mortis - Bone Shatter ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept must roll percentile dice and add their Rank in the spell + their MA. If this exceeds target&#039;s Active Magic Resistance, then the Adept rolls 1 Possible Specific Grievous injury (+ 1 / 10 Ranks), applying any C Class injuries. If the result is less than 70, 30 is added and applied if it falls within the range of a C Class injury. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Hand - Spirit Grip ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Incantation causes a spirit hand  to materialise out of the Astral within range when an entity enters its hex and clutch it until the duration expires unless they Resist. Any entity caught in the Grip will still be able to wield a weapon or cast if they roll under 2 x MD. Entities (or combination of entities) with a combined PS + targetâ€™s AG greater than 40 (+ 2 / Rank) may attempt a 1 x PS Check to escape, and may do so every pulse after the first. Once the grip has been broken out of, or if the target Resists it on initial contact, it will fade back into the Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Life Draining - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Life Draining&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Life Draining adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 3D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept receives the damage as healing to EN first, then FT or to PS at their choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Petit Mort - Death Walker ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+30 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Petit Mort spell  allows the Adept to suspend the vital functions of their target for a time. The target&#039;s aura strength will read as formerly living, even if they are undead, and they will not need to eat, drink or breathe for the duration of the Incantation&#039;s working. They will be cold to the touch, their pulse is undetectable and may be mistaken for a corpse by an observer if they have not moved for some time. Pain has reduced effects upon them, and so they increase the amount needed to Stun them by 1 for every 2 Ranks, becoming immune at Rank 20, and increasing their chance to recover from Stun or pain effects by Rank. Similarly, magic, Alchemical or Herbal products that take effect as a result of breathing are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
While the Incantation is in effect, however, the target cannot benefit from Healing from any source except Life Draining. Restoratives inflict EN damage and restore FT in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Pale Horse ===&lt;br /&gt;
[[Image:paleHorse.jpg|right|350px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a pale horse to bear them for the duration or until they dismiss it, which requires a Free Act. The pale horse has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Necromantic Special Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The pale horse may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Hound ===&lt;br /&gt;
[[Image:Spectral hound.jpg|right|140px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a  has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Stream of Redemption  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Stream of Redemption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Stream of Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A jet of glowing, golden water erupts from the Adeptâ€™s fingertips in a fountain which travels to the extent of the spellâ€™s range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities that are undead, diabolical or demonic (of whatever kind) or Pacted to them and who occupy hexes that the waters flow through must resist or suffer 1 rollup D 10 ( + 1 per Rank) damage. If the Rank of the spell is 10, this increases to [2 rollup D10] and at Rank 20, [3 rollup D10]. Rollup damage may not be Resisted, although Spell Armour applies against it. Unholy entities that are damaged by this spell must also roll under Willpower  x 1 ( Willpower x 2 if they successfully resisted) or suffer the effects of a roll on the fright table, the effects of which will apply even if they are not normally effected. Yes, a wraith can die from a heart attack). &amp;lt;br?Waterproofing will not help against this spell. &amp;lt;br&amp;gt;&lt;br /&gt;
Entities in good standing with the Powers of Light, including the Four Archangels, take no damage from this spell, however, any condition of fear, pain or despair not caused by a curse is cleansed from them. If the spell is Rank 10 - 19, they are healed of 1 rollup D10 damage. If it is Rank 20, this rises to 2 rollup D10.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;...let justice roll down like waters, and righteousness like an ever-flowing stream.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Call the Entropy Locusts ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may be cast in two ways, chosen by the Adept at the time of casting:&lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept&#039;s fingertips and travels to the extent of the spellâ€™s range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. &lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept&#039;s fingertips and travels to the extent of the spell&#039;s range and in a tight and rigidly controlled column  5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Damage Reduction  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Wraithform&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Damage Reduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by three.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Ghost Step ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Wraithform spell  allows the target to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. They have a TMR of 1 while within solid matter, and may move in any direction, including up and down. The target gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, they are virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If they are caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice - Death Field ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Runelock - Explosive Runes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area or object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039; A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;either&#039;&#039;&#039; damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;or&#039;&#039;&#039; it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Invisibility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to an adjacent dimension, the Adept becomes invisible and may not be seen by non-magical means. They do not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects them (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin picked up will become invisible). Note that light is not a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check in melee or close combat. This restriction does not apply when the Rank of Visitation is 16 or higher. The target may always choose to end the spell at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Hand of Baran ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a large, translucent hand, roughtly 3 feet in diameter, with a TMR of 4 at up to the limit of their range. The hand has a Physical Strength of 15 (+ 2 / Rank). and the MD is equal to the Adept&#039;s MA. However, fine manipulation is extremely difficult, so 10 is added to result of a percentile roll when MD checks are required. Entities or Objects caught between the hand and an immovable object suffer 1 (+ 1 per two full Ranks) physical damage per Pulse (armour may reduce this). Entities may break away from the hand by executing a Withdraw action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Secret Passage ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet(1 foot / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Permanent/Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to a part of the Astral Plane used by departing souls, the Adept may create a secret passage in a wall. The capacity of the passage is equal to 12 (+12 per Rank), this value being reduced by the size of each entity that enters it. &amp;lt;br&amp;gt;&lt;br /&gt;
While the passage is occupied, which happens when all of the entities have finished entering, it may only be exited, no others may enter without precipitating those inside into the material world. This will have lethal consequences (Break 100 -&amp;gt; Endurance or die, a result of 150 indicating the entity has found a pocket of air and can look forward to dying of asphyxiation, a bare success indicating that one or more non-essential body parts have merged with the surrounding material and the entity can look forward to dying of asphyxiation while suffering hideous pain. &amp;lt;br&amp;gt;&lt;br /&gt;
Turning an entity into a newt or candlestick will have not reduce their &amp;quot;size&amp;quot; with respect to the passage, since it is the moment of the soul that taxes the magic. Multihex creatures are calculated at a rate of 6 per hex.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept reduces the chance of the passage being detected by 5 x their Rank in Mechanician + Rank in Visitation.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the FT reduction does not end until the passage is counterspelled by the Adept, or all of its capacity is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Special, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Wall Walking ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+ 10 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Visitation spell allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Martial Throne ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Sight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration: No maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Visitation spell conjures to this plane an angelic warrior in the form of a martial throne, and directs it to hunt down and slay one target, who must be within sight when the spell is cast. The throne is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight, appearing as a wheel 1 foot wide and 8 feet high, with 12 burning eyes all over it. The throne will continue with its mission until the Adeptâ€™s concentration is broken, its intended victim dies, or it is dissipated or slain. The throne can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The throne has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank), but has no defence or armour value. Neither may it be Stunned. The throne&#039;s movement rate is 650 yards per minute, and its TMR is 13. The throne may move in any direction without restriction, including through the air, walls, water, etc., except through the area of a Rune Special Counterspell.&amp;lt;br&amp;gt;&lt;br /&gt;
The warrior may be dissipated by having a Rune Special Counterspell cast on the area it&lt;br /&gt;
occupies.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Rune of Truth - True Seeing ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / 2 Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; No&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rune:&#039;&#039; Truth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All entities within range of the Rune of Truth have a chance of detecting things in the area that have been magically altered to appear other than they truly are. True Seeing may reveal the visual component of illusions, and entities or objects that are invisible, insubstantial, or have been magically rearranged or transformed (such as by curses). The chance of an observer detecting such alterations or concealments will depend upon the rank of this spell, the rank of the concealing or transforming magic, and the perception of the observer. For odd magical abilities without a Rank the GM should substitute some appropriate alternative (such as [MA - 10]). &amp;lt;br&amp;gt;&lt;br /&gt;
;True Seeing is of equal or lesser Rank &lt;br /&gt;
:Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this.&lt;br /&gt;
;True Seeing is of higher Rank &lt;br /&gt;
:More major imperfections may be noticed. (e.g. invisible figures have a slight will-oâ€™- the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC).&lt;br /&gt;
;True Seeing is 10+ Ranks higher &lt;br /&gt;
:The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Wiccan Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Thorns - Hedge Maze ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 seconds + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active, Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of the spell, the target reappears in their original hex (they are&lt;br /&gt;
displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm&lt;br /&gt;
would follow the target into the maze, Agony wouldnâ€™t). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared&lt;br /&gt;
from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&lt;br /&gt;
&lt;br /&gt;
=== Hex - Spell Penetration ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Spell Penetration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Evil Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90818</id>
		<title>Spell Rack</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90818"/>
		<updated>2021-09-10T09:49:30Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Name: Enhance Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
=Spell Matrices=&lt;br /&gt;
A spell matrix takes 7 half days of magical training to create. They must also expend Experience to create each of them. The  base cost for a spell matrix is 1000 Experience divided by (the Adept&#039;s MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with its particular incantation. If the spell cannot be ritually cast, it cannot be racked.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incantations=&lt;br /&gt;
;Note&lt;br /&gt;
*These are simply examples of incantations, the constraints, costs and effects will vary depending on the spell. AoE incantations for Enchanted Sleep, if available at all, should be substantially more expensive, for example.&lt;br /&gt;
*An incantation is learnt for a particular spell. In the &#039;Spell&#039; entry, a specific spell name should be entered and it will only work for that spell.&lt;br /&gt;
*The doubling cost applies to the incantation of the specific spell named in the &#039;Spell&#039; entry. So, for example, the cost for Quickcast incantations of Bolt of Fire and Dragonflames would double separately.&amp;lt;br&amp;gt;&lt;br /&gt;
An incantation of a spell is like an inversion of a chord. The spell is largely the same, but with some variations.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Indicates the kind of spell appropriate for the incantation. In practice, the name of a spell would be entered here. E.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A description of the incantation&#039;s effects. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; The base Experience cost of the incantation. An incantation is bought for each spell separately. The first cost of a spell&#039;s incantation is as listed, each subsequent purchase doubling the cost. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The limitations that applies to the incantation. Some reduce the Adept&#039;s FT value by some amount. When the spell is no longer in the spell rack, the Adept can recover the lost FT through rest or restoratives as if it were spell casting FT loss. Most incantations unrack the spell, which mean that they are lost and cannot be used until the Adept has an opportunity to rack it.&amp;lt;br&amp;gt;&lt;br /&gt;
==Learning Incantations==&lt;br /&gt;
It takes one day of magic training per 500 points of the initial cost of the incantation to learn it. The incantation is learnt once. Subsequent versions of an incantation of a spell take just one day to learn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Putting it all together=&lt;br /&gt;
So, let&#039;s say you are a Mind Mage with a Quickcast incantation for your Healing spell (which would have cost you 5,000 Experience to learn, amongst other things). You have a spell rack which you have either found on an adventure, or learnt how to make. Because incantations of spells can only be cast out of a spell matrix, you need to create one for your spell rack. So, a spell rack is a container for spell matrices, each spell matrix can contain an incantation of a spell. Making a matrix will take 7 half days of magical training. Because you have 17 MA, this first spell matrix would cost 500 Experience (1000/(17-15))= (1000/2) = 500.&amp;lt;br&amp;gt;&lt;br /&gt;
You spend the time and Experience, and now you have a matrix in your rack. To rack your incantation,  you have to ritually prepare the spell, and cast it into the matrix, which does not require a cast check or any FT. However, your FT value will be reduced so that its maximum value is 4 less than it was before. &lt;br /&gt;
This is because that is one of the constraints on the Quickcast incantation. &amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, it discharges, or &#039;&#039;&#039;unracks&#039;&#039;&#039;. This means that the matrix is emptied of that incantation. You can rack it later when you have an opportunity to ritually prepare it, but for the moment, it is no longer available to you. As a result, your maximum FT value is reset, although you still have to recover it, and it is considered to be lost as a result of spell casting.&amp;lt;br&amp;gt;&lt;br /&gt;
If you learn another Quickcast incantation for your Healing spell, it will cost you 10,000 Experience to learn. If you want to have two Quickcast incantations of Healing at the same time, you will need to create another spell matrix. So, it&#039;s going to take another 7 half days of magical training time to make a matrix, and this time the Experience cost has doubled to 1,000. Bear in mind that the constraints mean that your FT value would be reduced by 8 if both incantations are racked at the same time, and if you use a Quickcast Healing incantation, you cannot cast another Quickcast Healing for 3 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
So, just to review the process, when the spell is released from the matrix, the usual spell preparation and Fire Actions are required (except for Quickcast which does not require spell preparation) and the usual amount of FT is expended. If your maximum FT was reduced when you racked the spell, that maximum is reset, but the FT is still lost as if from spell casting or tiredness. So, if you racked two Quickcast Healing incantations and a Quickcast Disruption incantation, 12 is taken from your maximum FT (e.g if your maximum is 23, it is reduced to 11). When the spell is released, it will cost the usual 2 FT and your maximum will be reset by 4 to 15, but your current FT will be 9. The 4 FT reduction must be rested back in the usual way for spell casting or tiredness.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Examples=&lt;br /&gt;
&lt;br /&gt;
== Name: Name: Sticky ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells with a duration of Immediate: bolt spells, etc.   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell attaches to the target and persists for a few pulses, the Rank halving each pulse until it falls below 5. Fractions are rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Only spells whose duration are Immediate, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Quickcast==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of this spell for three pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Minor Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell affects all legal targets within a megahex.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Major Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Range==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a range greater than touch. Trollskin  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the range of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Duration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a duration greater than Immediate  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the duration of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Penetration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then 	subtractions to MR.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Half Damage==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any damage spell that does not inflict half damage, e.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; If the target of the spell resists, then they take half damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Serpent==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more snakes which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 4 and last for 1 pulse per Rank of the Spell or until it arrives at its target, whichever comes first. The spell&#039;s effects are applied 	if a serpent ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Jackal==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more jackals which display the spell&#039;s properties if the are obvious. It travels to the target(s) at a TMR of 8 and last for 1 pulse for every 2 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a wolf ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Starling==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more starlings which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 16 and last for 1 pulse for every 4 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a starling ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Magazine==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Multi-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Multi-Target==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Single-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. . &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Enhance Rank ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell&#039;s Rank is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specific Examples=&lt;br /&gt;
== Binding &amp;amp; Animating Magics ==&lt;br /&gt;
&lt;br /&gt;
=== Wall Walking - Phased Defence ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour (+ &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept may alter their substantiality by taking a Pass Action and enter solid objects as normal. In addition, if they Break 100 = &amp;gt; Rank, they may halve damage from a physical attack after it has penetrated armour and all other protections. However, if they Break 100 =&amp;gt; Rank versus an attack that damages by heat, cold, fire, flame, ice, lightning or electricity, then the damage is doubled before any protections are applied and their Magic Resistance is halved. The Adept is obliged to test against all damaging attacks, unless they choose to end the Incantation, which requires a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transparency - Invisibility ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 5 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The target of this Incantation is somewhat displaced into the Astral and thereby rendered invisible. Invisible things may not be seen by non-magical means and do not have shadows or reflections. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). Invisibility may be cast over objects or entities (and any possessions of either). An objectâ€™s possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin put in the invisible chest will become invisible). Note that light may not be a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check (whether resulting in a â€œhitâ€ or not) that does not involve a Thrown or Missile weapon (used as such). This restriction does not apply to Invisibility when cast at rank 16 or higher. The target may always choose to end the spell at any time. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Durability - Mage Armour ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour (+ 1 hour / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Armour, Clothing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation increases the protectiveness of the wearer&#039;s clothing or armour, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adhesion - Web ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet (+5 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute (+ 30 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation allows the Adept to project a sticky web, similar to a spider web in construction, from their fingertips that is 5 feet wide (+1 foot / Rank). The web will entangle any entity or object in the volume that does not Resist. The web may be cut in a hex if it is successfully struck for a single blow of 10 B Class damage (+ 1 per Rank) or more. The web has no defence, but Strike Chance is halved. Any ensnared entity must roll 1 x PS (2 x PS if they successfully resisted) - 1 / Rank 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. Any dropped object will become ensnared by the web, as will any entity who comes into contact with it (up to the limit of the web).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Incantation requires a material component, created by an Alchemist as if they were storing the Adhesion spell in a potion. This costs the same as it would if it could be created but otherwise has no use.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires &amp;quot;Adhesion Potion&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Creation - Major Creation ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 day (+1 day / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time:&#039;&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concentration Check:&#039;&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation must be Ritually Cast to create an object from a larger source of its constituent substances by drawing forth the materials from the source. All constituent materials must be within 5 feet (+ 5 / Rank). Any number of different substances may be combined into a single finished object with this ritual. The substance sources are in no way damaged or reduced by the ritual. The created object may be any object which the adept can see or has studied and may not exceed 10 cubic feet (+ 10 per Rank) in volume, nor 50 lbs (+ 50 / Rank) in weight. The object is physically real with all normal attributes. The object may not be created enclosed by or enclosing anything. Complicated or fine quality objects may not be created without the appropriate artisan skill. No alchemical, herbal or other quasi-magical objects may be created. Created food provides no sustenance. At the end of its duration the item vanishes. The object is a magical construct and will have a magical aura, regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust &amp;amp; Sand - Wall of Fire ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Wall of Dust &amp;amp; Sand spell creates  a 5 foot high,  20 foot long , 1 foot thick wall of flames, or a 5 foot high, 1 foot thick circle of flames with a 5 foot radius, or a pillar of fire 15 feet high with a 2 foot radius. The Adept can increase any single dimension by 1 foot / Rank. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall must be anchored to a surface and cannot easily be seen through. Any object or entity that passes through the wall must resist or suffer D10 ( + 1 / Rank) damage. If an entity resists the damage is halved. The wall will provide light equivalent to a large campfire. At Rank 20 the Adept may double the damage of a Wall of Fire by halving its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Wall of Ice ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet (+ 10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 10 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation conjures a wall of ice that is 10â€™ high, 20â€™ long and 2â€™ thick, or a pillar 15â€™ high with a 3â€™ diameter. The Adept may choose to increase the height of the wall by 1â€™, the width by 2â€™ or the thickness by 6&amp;quot;, or the height or diameter of the pillar by 1â€™, for each Rank the Adept possesses in the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be uniformly curved up to a half circle. The wall may not be created on top of an entity, and is subject to the usual restrictions on physical walls. The wall is translucent but not transparent. When the spell duration expires the ice returns to whence it came.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,250 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Mirage Wall ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 15 feet (+ 15 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation creates an Illusion of a linear or smoothly curved wall. It may have all the characteristics of any other wall spell (except solidity, damage or fear), or mimic an adjacent surface instead. The wall is 20â€™ by 10â€™ by 12&amp;quot;, with each Rank altering its height or width by 2â€™ or thickness by 4&amp;quot;. The wall must be attached along the entirety of one of its thinnest edges.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bound Speech - Free Speech ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation gifts the target with a language known to the Adept. Their level of proficiency is half the Rank of the Bound Speech spell or the Adept&#039;s Rank with the language, whichever is least. &lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== E&amp;amp;E ==&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Levitate ===&lt;br /&gt;
Spell: Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Mystic Elevation ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mystic Elevation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ventriloquism - Whisper Line ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Whisper Line&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Ventriloquism&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other  by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept&#039;s range, they may be returned to it, requiring the Adept&#039;s touch as above.&amp;lt;br&amp;gt;&lt;br /&gt;
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mind Magic ==&lt;br /&gt;
&lt;br /&gt;
=== ESP - Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Suggestion  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Suggestion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt; &lt;br /&gt;
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Sleep ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration Maximum: 5 minutes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to target 1 entity (+1 entity per 3 or fraction Ranks) within range, whether they are hostile or not, who will fall asleep over two Pulses. The target&#039;s Magic Resistance is halved for the purposes of this spell. The Adept may only keep the targets unconscious while they maintain their Concentration. At the end of this time, victim&#039;s of this spell may recover conscious or continue sleeping depending as determined by the DM..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1800 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, suspends the Adept&#039;s Resist Pain Talent for 5 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Auto-Hypnosis ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may target themselves with a post-hypnotic suggestion lasting 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read. In addition, they ignore the first Rank damage from Nightmare Illusions, Phantasms and Spectral Warriors per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Cortex Shield  ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read and improves their Magic Resistance versus Mental Attack by 10. In addition, if they gain 1 (+ 1 per 3 or fraction Ranks) re-rolls against loss of consciousness from Mental Attack, Enchanted Sleep or Knockout Gas.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Force Shield - Pentagon Shield ===&lt;br /&gt;
[[Image:Forceshield.jpg|right|60px]]&lt;br /&gt;
This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This  only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mind Shield, Mind Cloak or similar magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the caster&#039;s megahex at the time of casting benefit from Mind Shield for the duration of the spell&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Quick Cast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Quick Cast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Blood Cast ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may draw upon 2 EN to cast this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Healing cures EN damage first, including the 2 EN lost casting the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - The Fruit of Laurelin ===&lt;br /&gt;
[[Image:Fruit of Laurelin.jpg|right|150px|Fruit of Laurelin]]&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a memory of the Fruit of Laurelin to bear them across the sky for the duration of the spell or until they dismiss it, which requires a Free Act. The vehicle has a movement rate of  860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank). TMR is 8, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Phantom Armour ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The  lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed.. &amp;lt;br&amp;gt;&lt;br /&gt;
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Wall of Force ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+5 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+5 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Creates a 10â€™ high, 1&amp;quot; thick, 20â€™ long Wall of Force, or a 10â€™ high, l&amp;quot; thick, 5â€™ internal radius ring of force, or a 15â€™ high, 5â€™ diameter pillar of force. The adept may increase any dimension except thickness by 1â€™ / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank &amp;quot;hexes&amp;quot; before the exit the other side. Damage that is intercepted causes spider&#039;s web like cracks to appear in that 5 foot section. Exceeding the wall&#039;s damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3â€™ square will result in a wall which is only 3â€™ long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5â€™ radius, with a rank 0 wall affixed to it will end in a flit edge 15â€™ beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1â€™ off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Mind Blast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mind Blast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Creeping Senility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Living sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disruption - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Levitate ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Air Magic ==&lt;br /&gt;
=== Gaseous Form - Mist Step ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self, Touch at Rank 10+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted &amp;lt;u&amp;gt;once per pulse&amp;lt;/u&amp;gt;. The Adept must &#039;Break 100&#039; by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flying - Walk on Air ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Earth Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trollskin - Cannibalise ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Cannibalise&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Trollskin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hands of Earth - Earthgrasp ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Earthgrasp&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hands of Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Hands of Earth spell causes ethereal strands of elemental earth to rise up and enshroud the target(s). This increases their affinity with the earth, making them heavier and strongly attracted to the ground. Their PS is reduced by 2 (+2/Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is less effective against creatures with more stability and leverage (quadrupeds and the like), who halve the PS penalty. Multi-hex creatures double their MR vs this incantation. These modifiers stack.&amp;lt;br&amp;gt;&lt;br /&gt;
Flying entities that are no higher than 20 ft (+5 ft/Rank), but are otherwise in range of the spell (i.e. the targets are within range of Hands of Earth if they were on the ground) are considered legal targets. If the target is a natural flyer, and PS is reduced to less than a half of their racial average, then they will be forced to the ground. If they fly because of a spell, then each Rank in Hands of Earth reduces the Rank of the target&#039;s flying spell. If the result is a number less than 0, the target is similarly forced to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Flying quadrupeds etc in the air do not halve the PS reduction. Neither do flying multi-hex creatures double their MR vs this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Conjuring &amp;amp; Controlling Earth Elemental - Ent Call ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth Elemental&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This special incantation gives the the elemental the form of an [[Ent|ent]] over the passage of a Pulse. The duration of the conjuration and control spell is 1 hour (+1 hour per Rank). His stats are the same as the elementals, and, indeed he has the behaviour of an elemental, not an ent. Except that, like an ent, he may not be banished and is not dissipated if separated from the earth.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Stone - Stoneskin ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell effect is transformed and absorbed into the body of the Adept. They may call upon Stoneskin to avoid any damage from a single attack, although environmental effects like an avalanche or explosive decompression are at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
Calling upon Stoneskin is a &#039;&#039;&#039;Free Action&#039;&#039;&#039; and may even be used before the Adept&#039;s initiative, although it requires their &#039;&#039;&#039;next&#039;&#039;&#039; Pass Action. The effects of the Stoneskin last for the duration of the spell or for 1 attack per 4 Ranks, whichever comes first. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot be taught.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fire Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Smoke Creation - Toxic Fumes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft + 10 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must make a Endurance check or succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11 â€“ 14 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.&amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces the FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fire Arc - Translocation ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self &amp;amp; companions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Fire - Firethorns ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleansing Flame - Dispel Unclean ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
Exception: The incantation cannot dissipate curses, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball - Orbs of Flame ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Orbs of Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Fireball&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard&#039;s Eye, Waters of Vision etc, but not Telepathy).&amp;lt;br&amp;gt;&lt;br /&gt;
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Celestial Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illumination - Moonbeam ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Illumination spell causes moonlight to fall from the sky over an area 5 feet in diameter (+10 feet per Rank). The intensity of the light is merely a glow at Rank 5 or less, equivalent to the light of a candle from Ranks 6 - 10, equivalent to the light of a torch from Ranks 11 - 15, and from Ranks 16 - 20, it is equivalent to a lantern. &amp;lt;br&amp;gt;&lt;br /&gt;
Any entity that can change into the shape of a beast, magical or otherwise, must Break 100 + EN + WP + MA or assume an animal form if they can. They must stay in this shape for at least 1 minute before they can change back. If the spell has been Ranked to 20, the Adept may choose not to inflict this penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, an entity whose Aspect is Lunar may subtract 5 from their die rolls while in the Area of Effect, whereas those whose Aspect is Solar must add 5 to theirs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&lt;br /&gt;
&lt;br /&gt;
== Necromancy ==&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rigor Mortis - Bone Shatter ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept must roll percentile dice and add their Rank in the spell + their MA. If this exceeds target&#039;s Active Magic Resistance, then the Adept rolls 1 Possible Specific Grievous injury (+ 1 / 10 Ranks), applying any C Class injuries. If the result is less than 70, 30 is added and applied if it falls within the range of a C Class injury. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Hand - Spirit Grip ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Incantation causes a spirit hand  to materialise out of the Astral within range when an entity enters its hex and clutch it until the duration expires unless they Resist. Any entity caught in the Grip will still be able to wield a weapon or cast if they roll under 2 x MD. Entities (or combination of entities) with a combined PS + targetâ€™s AG greater than 40 (+ 2 / Rank) may attempt a 1 x PS Check to escape, and may do so every pulse after the first. Once the grip has been broken out of, or if the target Resists it on initial contact, it will fade back into the Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Life Draining - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Life Draining&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Life Draining adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 3D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept receives the damage as healing to EN first, then FT or to PS at their choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Petit Mort - Death Walker ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+30 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Petit Mort spell  allows the Adept to suspend the vital functions of their target for a time. The target&#039;s aura strength will read as formerly living, even if they are undead, and they will not need to eat, drink or breathe for the duration of the Incantation&#039;s working. They will be cold to the touch, their pulse is undetectable and may be mistaken for a corpse by an observer if they have not moved for some time. Pain has reduced effects upon them, and so they increase the amount needed to Stun them by 1 for every 2 Ranks, becoming immune at Rank 20, and increasing their chance to recover from Stun or pain effects by Rank. Similarly, magic, Alchemical or Herbal products that take effect as a result of breathing are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
While the Incantation is in effect, however, the target cannot benefit from Healing from any source except Life Draining. Restoratives inflict EN damage and restore FT in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Pale Horse ===&lt;br /&gt;
[[Image:paleHorse.jpg|right|350px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a pale horse to bear them for the duration or until they dismiss it, which requires a Free Act. The pale horse has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Necromantic Special Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The pale horse may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Hound ===&lt;br /&gt;
[[Image:Spectral hound.jpg|right|140px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a  has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Stream of Redemption  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Stream of Redemption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Stream of Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A jet of glowing, golden water erupts from the Adeptâ€™s fingertips in a fountain which travels to the extent of the spellâ€™s range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities that are undead, diabolical or demonic (of whatever kind) or Pacted to them and who occupy hexes that the waters flow through must resist or suffer 1 rollup D 10 ( + 1 per Rank) damage. If the Rank of the spell is 10, this increases to [2 rollup D10] and at Rank 20, [3 rollup D10]. Rollup damage may not be Resisted, although Spell Armour applies against it. Unholy entities that are damaged by this spell must also roll under Willpower  x 1 ( Willpower x 2 if they successfully resisted) or suffer the effects of a roll on the fright table, the effects of which will apply even if they are not normally effected. Yes, a wraith can die from a heart attack). &amp;lt;br?Waterproofing will not help against this spell. &amp;lt;br&amp;gt;&lt;br /&gt;
Entities in good standing with the Powers of Light, including the Four Archangels, take no damage from this spell, however, any condition of fear, pain or despair not caused by a curse is cleansed from them. If the spell is Rank 10 - 19, they are healed of 1 rollup D10 damage. If it is Rank 20, this rises to 2 rollup D10.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;...let justice roll down like waters, and righteousness like an ever-flowing stream.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Call the Entropy Locusts ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may be cast in two ways, chosen by the Adept at the time of casting:&lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept&#039;s fingertips and travels to the extent of the spellâ€™s range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. &lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept&#039;s fingertips and travels to the extent of the spell&#039;s range and in a tight and rigidly controlled column  5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Damage Reduction  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Wraithform&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Damage Reduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by three.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Ghost Step ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Wraithform spell  allows the target to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. They have a TMR of 1 while within solid matter, and may move in any direction, including up and down. The target gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, they are virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If they are caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice - Death Field ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Runelock - Explosive Runes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area or object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039; A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;either&#039;&#039;&#039; damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;or&#039;&#039;&#039; it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Invisibility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to an adjacent dimension, the Adept becomes invisible and may not be seen by non-magical means. They do not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects them (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin picked up will become invisible). Note that light is not a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check in melee or close combat. This restriction does not apply when the Rank of Visitation is 16 or higher. The target may always choose to end the spell at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Hand of Baran ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a large, translucent hand, roughtly 3 feet in diameter, with a TMR of 4 at up to the limit of their range. The hand has a Physical Strength of 15 (+ 2 / Rank). and the MD is equal to the Adept&#039;s MA. However, fine manipulation is extremely difficult, so 10 is added to result of a percentile roll when MD checks are required. Entities or Objects caught between the hand and an immovable object suffer 1 (+ 1 per two full Ranks) physical damage per Pulse (armour may reduce this). Entities may break away from the hand by executing a Withdraw action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Secret Passage ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet(1 foot / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Permanent/Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to a part of the Astral Plane used by departing souls, the Adept may create a secret passage in a wall. The capacity of the passage is equal to 12 (+12 per Rank), this value being reduced by the size of each entity that enters it. &amp;lt;br&amp;gt;&lt;br /&gt;
While the passage is occupied, which happens when all of the entities have finished entering, it may only be exited, no others may enter without precipitating those inside into the material world. This will have lethal consequences (Break 100 -&amp;gt; Endurance or die, a result of 150 indicating the entity has found a pocket of air and can look forward to dying of asphyxiation, a bare success indicating that one or more non-essential body parts have merged with the surrounding material and the entity can look forward to dying of asphyxiation while suffering hideous pain. &amp;lt;br&amp;gt;&lt;br /&gt;
Turning an entity into a newt or candlestick will have not reduce their &amp;quot;size&amp;quot; with respect to the passage, since it is the moment of the soul that taxes the magic. Multihex creatures are calculated at a rate of 6 per hex.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept reduces the chance of the passage being detected by 5 x their Rank in Mechanician + Rank in Visitation.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the FT reduction does not end until the passage is counterspelled by the Adept, or all of its capacity is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Special, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Wall Walking ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+ 10 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Visitation spell allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Martial Throne ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Sight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration: No maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Visitation spell conjures to this plane an angelic warrior in the form of a martial throne, and directs it to hunt down and slay one target, who must be within sight when the spell is cast. The throne is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight, appearing as a wheel 1 foot wide and 8 feet high, with 12 burning eyes all over it. The throne will continue with its mission until the Adeptâ€™s concentration is broken, its intended victim dies, or it is dissipated or slain. The throne can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The throne has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank), but has no defence or armour value. Neither may it be Stunned. The throne&#039;s movement rate is 650 yards per minute, and its TMR is 13. The throne may move in any direction without restriction, including through the air, walls, water, etc., except through the area of a Rune Special Counterspell.&amp;lt;br&amp;gt;&lt;br /&gt;
The warrior may be dissipated by having a Rune Special Counterspell cast on the area it&lt;br /&gt;
occupies.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Rune of Truth - True Seeing ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / 2 Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; No&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rune:&#039;&#039; Truth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All entities within range of the Rune of Truth have a chance of detecting things in the area that have been magically altered to appear other than they truly are. True Seeing may reveal the visual component of illusions, and entities or objects that are invisible, insubstantial, or have been magically rearranged or transformed (such as by curses). The chance of an observer detecting such alterations or concealments will depend upon the rank of this spell, the rank of the concealing or transforming magic, and the perception of the observer. For odd magical abilities without a Rank the GM should substitute some appropriate alternative (such as [MA - 10]). &amp;lt;br&amp;gt;&lt;br /&gt;
;True Seeing is of equal or lesser Rank &lt;br /&gt;
:Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this.&lt;br /&gt;
;True Seeing is of higher Rank &lt;br /&gt;
:More major imperfections may be noticed. (e.g. invisible figures have a slight will-oâ€™- the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC).&lt;br /&gt;
;True Seeing is 10+ Ranks higher &lt;br /&gt;
:The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Wiccan Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Thorns - Hedge Maze ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 seconds + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active, Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of the spell, the target reappears in their original hex (they are&lt;br /&gt;
displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm&lt;br /&gt;
would follow the target into the maze, Agony wouldnâ€™t). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared&lt;br /&gt;
from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&lt;br /&gt;
&lt;br /&gt;
=== Hex - Spell Penetration ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Spell Penetration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Evil Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90817</id>
		<title>Spell Rack</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Spell_Rack&amp;diff=90817"/>
		<updated>2021-09-10T09:49:01Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Name: Name: Enhance Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
=Spell Matrices=&lt;br /&gt;
A spell matrix takes 7 half days of magical training to create. They must also expend Experience to create each of them. The  base cost for a spell matrix is 1000 Experience divided by (the Adept&#039;s MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with its particular incantation. If the spell cannot be ritually cast, it cannot be racked.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incantations=&lt;br /&gt;
;Note&lt;br /&gt;
*These are simply examples of incantations, the constraints, costs and effects will vary depending on the spell. AoE incantations for Enchanted Sleep, if available at all, should be substantially more expensive, for example.&lt;br /&gt;
*An incantation is learnt for a particular spell. In the &#039;Spell&#039; entry, a specific spell name should be entered and it will only work for that spell.&lt;br /&gt;
*The doubling cost applies to the incantation of the specific spell named in the &#039;Spell&#039; entry. So, for example, the cost for Quickcast incantations of Bolt of Fire and Dragonflames would double separately.&amp;lt;br&amp;gt;&lt;br /&gt;
An incantation of a spell is like an inversion of a chord. The spell is largely the same, but with some variations.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Indicates the kind of spell appropriate for the incantation. In practice, the name of a spell would be entered here. E.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A description of the incantation&#039;s effects. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; The base Experience cost of the incantation. An incantation is bought for each spell separately. The first cost of a spell&#039;s incantation is as listed, each subsequent purchase doubling the cost. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The limitations that applies to the incantation. Some reduce the Adept&#039;s FT value by some amount. When the spell is no longer in the spell rack, the Adept can recover the lost FT through rest or restoratives as if it were spell casting FT loss. Most incantations unrack the spell, which mean that they are lost and cannot be used until the Adept has an opportunity to rack it.&amp;lt;br&amp;gt;&lt;br /&gt;
==Learning Incantations==&lt;br /&gt;
It takes one day of magic training per 500 points of the initial cost of the incantation to learn it. The incantation is learnt once. Subsequent versions of an incantation of a spell take just one day to learn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Putting it all together=&lt;br /&gt;
So, let&#039;s say you are a Mind Mage with a Quickcast incantation for your Healing spell (which would have cost you 5,000 Experience to learn, amongst other things). You have a spell rack which you have either found on an adventure, or learnt how to make. Because incantations of spells can only be cast out of a spell matrix, you need to create one for your spell rack. So, a spell rack is a container for spell matrices, each spell matrix can contain an incantation of a spell. Making a matrix will take 7 half days of magical training. Because you have 17 MA, this first spell matrix would cost 500 Experience (1000/(17-15))= (1000/2) = 500.&amp;lt;br&amp;gt;&lt;br /&gt;
You spend the time and Experience, and now you have a matrix in your rack. To rack your incantation,  you have to ritually prepare the spell, and cast it into the matrix, which does not require a cast check or any FT. However, your FT value will be reduced so that its maximum value is 4 less than it was before. &lt;br /&gt;
This is because that is one of the constraints on the Quickcast incantation. &amp;lt;br&amp;gt;&lt;br /&gt;
When you cast the spell, it discharges, or &#039;&#039;&#039;unracks&#039;&#039;&#039;. This means that the matrix is emptied of that incantation. You can rack it later when you have an opportunity to ritually prepare it, but for the moment, it is no longer available to you. As a result, your maximum FT value is reset, although you still have to recover it, and it is considered to be lost as a result of spell casting.&amp;lt;br&amp;gt;&lt;br /&gt;
If you learn another Quickcast incantation for your Healing spell, it will cost you 10,000 Experience to learn. If you want to have two Quickcast incantations of Healing at the same time, you will need to create another spell matrix. So, it&#039;s going to take another 7 half days of magical training time to make a matrix, and this time the Experience cost has doubled to 1,000. Bear in mind that the constraints mean that your FT value would be reduced by 8 if both incantations are racked at the same time, and if you use a Quickcast Healing incantation, you cannot cast another Quickcast Healing for 3 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
So, just to review the process, when the spell is released from the matrix, the usual spell preparation and Fire Actions are required (except for Quickcast which does not require spell preparation) and the usual amount of FT is expended. If your maximum FT was reduced when you racked the spell, that maximum is reset, but the FT is still lost as if from spell casting or tiredness. So, if you racked two Quickcast Healing incantations and a Quickcast Disruption incantation, 12 is taken from your maximum FT (e.g if your maximum is 23, it is reduced to 11). When the spell is released, it will cost the usual 2 FT and your maximum will be reset by 4 to 15, but your current FT will be 9. The 4 FT reduction must be rested back in the usual way for spell casting or tiredness.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Examples=&lt;br /&gt;
&lt;br /&gt;
== Name: Name: Sticky ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells with a duration of Immediate: bolt spells, etc.   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell attaches to the target and persists for a few pulses, the Rank halving each pulse until it falls below 5. Fractions are rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Only spells whose duration are Immediate, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Quickcast==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of this spell for three pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Minor Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The spell affects all legal targets within a megahex.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Major Area of Effect==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that can target an entity or object, bolt spells  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell has a large area of effect with a radius equal to the Rank of the spell in feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; The spell must be cast at a single hex, unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Range==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a range greater than touch. Trollskin  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the range of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Extended Duration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spells that have a duration greater than Immediate  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Increases the duration of the spell by 50%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Penetration==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then 	subtractions to MR.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Half Damage==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any damage spell that does not inflict half damage, e.g. Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; If the target of the spell resists, then they take half damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by two.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Serpent==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more snakes which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 4 and last for 1 pulse per Rank of the Spell or until it arrives at its target, whichever comes first. The spell&#039;s effects are applied 	if a serpent ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Jackal==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more jackals which display the spell&#039;s properties if the are obvious. It travels to the target(s) at a TMR of 8 and last for 1 pulse for every 2 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a wolf ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Starling==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any spell with range greater than touch and a duration of Immediate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell takes the form of one or more starlings which display the spell&#039;s properties if they are obvious. It travels to the target(s) at a TMR of 16 and last for 1 pulse for every 4 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell&#039;s effects are applied if a starling ever shares the same hex as a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
== Name: Spell Magazine==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Multi-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Multi-Target==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Single-target spells (not Area of Effect). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank targets instead of one. No other property of the spell is changed. . &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Name: Enhance Rank ==&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Any   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell&#039;s Rank is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spellm reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Specific Examples=&lt;br /&gt;
== Binding &amp;amp; Animating Magics ==&lt;br /&gt;
&lt;br /&gt;
=== Wall Walking - Phased Defence ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour (+ &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;amp;frasl; &amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; hour per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept may alter their substantiality by taking a Pass Action and enter solid objects as normal. In addition, if they Break 100 = &amp;gt; Rank, they may halve damage from a physical attack after it has penetrated armour and all other protections. However, if they Break 100 =&amp;gt; Rank versus an attack that damages by heat, cold, fire, flame, ice, lightning or electricity, then the damage is doubled before any protections are applied and their Magic Resistance is halved. The Adept is obliged to test against all damaging attacks, unless they choose to end the Incantation, which requires a Free Act.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transparency - Invisibility ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 5 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The target of this Incantation is somewhat displaced into the Astral and thereby rendered invisible. Invisible things may not be seen by non-magical means and do not have shadows or reflections. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). Invisibility may be cast over objects or entities (and any possessions of either). An objectâ€™s possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin put in the invisible chest will become invisible). Note that light may not be a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check (whether resulting in a â€œhitâ€ or not) that does not involve a Thrown or Missile weapon (used as such). This restriction does not apply to Invisibility when cast at rank 16 or higher. The target may always choose to end the spell at any time. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Durability - Mage Armour ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour (+ 1 hour / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Armour, Clothing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation increases the protectiveness of the wearer&#039;s clothing or armour, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adhesion - Web ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 30 feet (+5 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute (+ 30 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation allows the Adept to project a sticky web, similar to a spider web in construction, from their fingertips that is 5 feet wide (+1 foot / Rank). The web will entangle any entity or object in the volume that does not Resist. The web may be cut in a hex if it is successfully struck for a single blow of 10 B Class damage (+ 1 per Rank) or more. The web has no defence, but Strike Chance is halved. Any ensnared entity must roll 1 x PS (2 x PS if they successfully resisted) - 1 / Rank 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. Any dropped object will become ensnared by the web, as will any entity who comes into contact with it (up to the limit of the web).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Incantation requires a material component, created by an Alchemist as if they were storing the Adhesion spell in a potion. This costs the same as it would if it could be created but otherwise has no use.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires &amp;quot;Adhesion Potion&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Creation - Major Creation ===&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 day (+1 day / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time:&#039;&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concentration Check:&#039;&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation must be Ritually Cast to create an object from a larger source of its constituent substances by drawing forth the materials from the source. All constituent materials must be within 5 feet (+ 5 / Rank). Any number of different substances may be combined into a single finished object with this ritual. The substance sources are in no way damaged or reduced by the ritual. The created object may be any object which the adept can see or has studied and may not exceed 10 cubic feet (+ 10 per Rank) in volume, nor 50 lbs (+ 50 / Rank) in weight. The object is physically real with all normal attributes. The object may not be created enclosed by or enclosing anything. Complicated or fine quality objects may not be created without the appropriate artisan skill. No alchemical, herbal or other quasi-magical objects may be created. Created food provides no sustenance. At the end of its duration the item vanishes. The object is a magical construct and will have a magical aura, regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust &amp;amp; Sand - Wall of Fire ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Wall of Dust &amp;amp; Sand spell creates  a 5 foot high,  20 foot long , 1 foot thick wall of flames, or a 5 foot high, 1 foot thick circle of flames with a 5 foot radius, or a pillar of fire 15 feet high with a 2 foot radius. The Adept can increase any single dimension by 1 foot / Rank. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall must be anchored to a surface and cannot easily be seen through. Any object or entity that passes through the wall must resist or suffer D10 ( + 1 / Rank) damage. If an entity resists the damage is halved. The wall will provide light equivalent to a large campfire. At Rank 20 the Adept may double the damage of a Wall of Fire by halving its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Wall of Ice ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet (+ 10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes (+ 10 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation conjures a wall of ice that is 10â€™ high, 20â€™ long and 2â€™ thick, or a pillar 15â€™ high with a 3â€™ diameter. The Adept may choose to increase the height of the wall by 1â€™, the width by 2â€™ or the thickness by 6&amp;quot;, or the height or diameter of the pillar by 1â€™, for each Rank the Adept possesses in the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall may be uniformly curved up to a half circle. The wall may not be created on top of an entity, and is subject to the usual restrictions on physical walls. The wall is translucent but not transparent. When the spell duration expires the ice returns to whence it came.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,250 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Dust and Sand - Mirage Wall ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 15 feet (+ 15 feet / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation creates an Illusion of a linear or smoothly curved wall. It may have all the characteristics of any other wall spell (except solidity, damage or fear), or mimic an adjacent surface instead. The wall is 20â€™ by 10â€™ by 12&amp;quot;, with each Rank altering its height or width by 2â€™ or thickness by 4&amp;quot;. The wall must be attached along the entirety of one of its thinnest edges.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bound Speech - Free Speech ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+ 30 minutes / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039;&#039;Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation gifts the target with a language known to the Adept. Their level of proficiency is half the Rank of the Bound Speech spell or the Adept&#039;s Rank with the language, whichever is least. &lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== E&amp;amp;E ==&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Levitate ===&lt;br /&gt;
Spell: Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Levitation - Mystic Elevation ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mystic Elevation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Levitation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ventriloquism - Whisper Line ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Whisper Line&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Ventriloquism&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other  by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept&#039;s range, they may be returned to it, requiring the Adept&#039;s touch as above.&amp;lt;br&amp;gt;&lt;br /&gt;
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mind Magic ==&lt;br /&gt;
&lt;br /&gt;
=== ESP - Mind Sense ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 30 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Suggestion  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Suggestion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim&#039;s gaze nor speak their language. &amp;lt;br&amp;gt; &lt;br /&gt;
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Sleep ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration Maximum: 5 minutes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to target 1 entity (+1 entity per 3 or fraction Ranks) within range, whether they are hostile or not, who will fall asleep over two Pulses. The target&#039;s Magic Resistance is halved for the purposes of this spell. The Adept may only keep the targets unconscious while they maintain their Concentration. At the end of this time, victim&#039;s of this spell may recover conscious or continue sleeping depending as determined by the DM..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1800 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, suspends the Adept&#039;s Resist Pain Talent for 5 minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hypnotism - Auto-Hypnosis ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hypnotism   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may target themselves with a post-hypnotic suggestion lasting 3 hours (+3 hours per Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Phantasmal Shield ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read. In addition, they ignore the first Rank damage from Nightmare Illusions, Phantasms and Spectral Warriors per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Cortex Shield  ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept protects their mind so that it cannot be read and improves their Magic Resistance versus Mental Attack by 10. In addition, if they gain 1 (+ 1 per 3 or fraction Ranks) re-rolls against loss of consciousness from Mental Attack, Enchanted Sleep or Knockout Gas.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Force Shield - Pentagon Shield ===&lt;br /&gt;
[[Image:Forceshield.jpg|right|60px]]&lt;br /&gt;
This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This  only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Shield - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mind Shield, Mind Cloak or similar magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the caster&#039;s megahex at the time of casting benefit from Mind Shield for the duration of the spell&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Quick Cast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Quick Cast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing - Blood Cast ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Healing   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may draw upon 2 EN to cast this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Healing cures EN damage first, including the 2 EN lost casting the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Phantasm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - The Fruit of Laurelin ===&lt;br /&gt;
[[Image:Fruit of Laurelin.jpg|right|150px|Fruit of Laurelin]]&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a memory of the Fruit of Laurelin to bear them across the sky for the duration of the spell or until they dismiss it, which requires a Free Act. The vehicle has a movement rate of  860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank). TMR is 8, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Phantom Armour ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration, no maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The  lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed.. &amp;lt;br&amp;gt;&lt;br /&gt;
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasm - Wall of Force ===&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+5 feet per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes (+5 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Creates a 10â€™ high, 1&amp;quot; thick, 20â€™ long Wall of Force, or a 10â€™ high, l&amp;quot; thick, 5â€™ internal radius ring of force, or a 15â€™ high, 5â€™ diameter pillar of force. The adept may increase any dimension except thickness by 1â€™ / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank &amp;quot;hexes&amp;quot; before the exit the other side. Damage that is intercepted causes spider&#039;s web like cracks to appear in that 5 foot section. Exceeding the wall&#039;s damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar. &amp;lt;br&amp;gt;&lt;br /&gt;
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3â€™ square will result in a wall which is only 3â€™ long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5â€™ radius, with a rank 0 wall affixed to it will end in a flit edge 15â€™ beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1â€™ off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1200 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Mind Blast ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Mind Blast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Mental Attack&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.&amp;lt;br&amp;gt;&lt;br /&gt;
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Attack - Creeping Senility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Living sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Major Curse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disruption - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Disruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Shield Bearer ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept&#039;s hex. If the shield should be separated from the Adept by more than a foot, then the spell will end. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Unseen Servant===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.&amp;lt;br&amp;gt;&lt;br /&gt;
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.&amp;lt;br&amp;gt; &lt;br /&gt;
It may not be targeted directly, but may be destroyed by magic that affects a volume or area. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Remote Sense of Touch ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. &amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Triple Strength ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis - Levitate ===&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 10 minutes (+10 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up  20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Air Magic ==&lt;br /&gt;
=== Gaseous Form - Mist Step ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self, Touch at Rank 10+&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted &amp;lt;u&amp;gt;once per pulse&amp;lt;/u&amp;gt;. The Adept must &#039;Break 100&#039; by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flying - Walk on Air ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Earth Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trollskin - Cannibalise ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Cannibalise&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Trollskin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hands of Earth - Earthgrasp ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Earthgrasp&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Hands of Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Hands of Earth spell causes ethereal strands of elemental earth to rise up and enshroud the target(s). This increases their affinity with the earth, making them heavier and strongly attracted to the ground. Their PS is reduced by 2 (+2/Rank).&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is less effective against creatures with more stability and leverage (quadrupeds and the like), who halve the PS penalty. Multi-hex creatures double their MR vs this incantation. These modifiers stack.&amp;lt;br&amp;gt;&lt;br /&gt;
Flying entities that are no higher than 20 ft (+5 ft/Rank), but are otherwise in range of the spell (i.e. the targets are within range of Hands of Earth if they were on the ground) are considered legal targets. If the target is a natural flyer, and PS is reduced to less than a half of their racial average, then they will be forced to the ground. If they fly because of a spell, then each Rank in Hands of Earth reduces the Rank of the target&#039;s flying spell. If the result is a number less than 0, the target is similarly forced to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Flying quadrupeds etc in the air do not halve the PS reduction. Neither do flying multi-hex creatures double their MR vs this spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Conjuring &amp;amp; Controlling Earth Elemental - Ent Call ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 ft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Earth Elemental&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This special incantation gives the the elemental the form of an [[Ent|ent]] over the passage of a Pulse. The duration of the conjuration and control spell is 1 hour (+1 hour per Rank). His stats are the same as the elementals, and, indeed he has the behaviour of an elemental, not an ent. Except that, like an ent, he may not be banished and is not dissipated if separated from the earth.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Stone - Stoneskin ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell effect is transformed and absorbed into the body of the Adept. They may call upon Stoneskin to avoid any damage from a single attack, although environmental effects like an avalanche or explosive decompression are at the discretion of the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
Calling upon Stoneskin is a &#039;&#039;&#039;Free Action&#039;&#039;&#039; and may even be used before the Adept&#039;s initiative, although it requires their &#039;&#039;&#039;next&#039;&#039;&#039; Pass Action. The effects of the Stoneskin last for the duration of the spell or for 1 attack per 4 Ranks, whichever comes first. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot be taught.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fire Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Smoke Creation - Toxic Fumes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 ft + 10 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must make a Endurance check or succumb to the fumes. &amp;lt;br&amp;gt;&lt;br /&gt;
The Difficulty Multiplier for the Check is dependent on the Rank of the spell:&lt;br /&gt;
{| border ==1 cellspacing ==0&lt;br /&gt;
!Rank &lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0 â€“ 5&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|6 â€“ 10 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|11 â€“ 14 &lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|15 - 17&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1.5&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|18 or 19&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;Center&amp;quot;|0.5&lt;br /&gt;
|}&lt;br /&gt;
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.&amp;lt;br&amp;gt;&lt;br /&gt;
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039;Unracks the spell, reduces the FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fire Arc - Translocation ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Self &amp;amp; companions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Fire - Firethorns ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 ft + 15 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 minutes / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleansing Flame - Dispel Unclean ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;bR&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.&amp;lt;br&amp;gt;&lt;br /&gt;
Exception: The incantation cannot dissipate curses, etc.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball - Orbs of Flame ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Orbs of Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Fireball&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard&#039;s Eye, Waters of Vision etc, but not Telepathy).&amp;lt;br&amp;gt;&lt;br /&gt;
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Celestial Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Blending - Minor AoE ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Minor Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Blending&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All legal targets that share the megahex of the caster&#039;s megahex at the time of casting benefit from Blending for the duration of the spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illumination - Moonbeam ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None, Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Illumination spell causes moonlight to fall from the sky over an area 5 feet in diameter (+10 feet per Rank). The intensity of the light is merely a glow at Rank 5 or less, equivalent to the light of a candle from Ranks 6 - 10, equivalent to the light of a torch from Ranks 11 - 15, and from Ranks 16 - 20, it is equivalent to a lantern. &amp;lt;br&amp;gt;&lt;br /&gt;
Any entity that can change into the shape of a beast, magical or otherwise, must Break 100 + EN + WP + MA or assume an animal form if they can. They must stay in this shape for at least 1 minute before they can change back. If the spell has been Ranked to 20, the Adept may choose not to inflict this penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, an entity whose Aspect is Lunar may subtract 5 from their die rolls while in the Area of Effect, whereas those whose Aspect is Solar must add 5 to theirs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&lt;br /&gt;
&lt;br /&gt;
== Necromancy ==&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rigor Mortis - Bone Shatter ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Adept must roll percentile dice and add their Rank in the spell + their MA. If this exceeds target&#039;s Active Magic Resistance, then the Adept rolls 1 Possible Specific Grievous injury (+ 1 / 10 Ranks), applying any C Class injuries. If the result is less than 70, 30 is added and applied if it falls within the range of a C Class injury. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Hand - Spirit Grip ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist:&#039;&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; The Incantation causes a spirit hand  to materialise out of the Astral within range when an entity enters its hex and clutch it until the duration expires unless they Resist. Any entity caught in the Grip will still be able to wield a weapon or cast if they roll under 2 x MD. Entities (or combination of entities) with a combined PS + targetâ€™s AG greater than 40 (+ 2 / Rank) may attempt a 1 x PS Check to escape, and may do so every pulse after the first. Once the grip has been broken out of, or if the target Resists it on initial contact, it will fade back into the Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Life Draining - Enhanced Damage ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Life Draining&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Life Draining adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 3D10 + 20. All dice are considered roll up dice. &amp;lt;br&amp;gt;&lt;br /&gt;
The Adept receives the damage as healing to EN first, then FT or to PS at their choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Petit Mort - Death Walker ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 30 minutes (+30 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Petit Mort spell  allows the Adept to suspend the vital functions of their target for a time. The target&#039;s aura strength will read as formerly living, even if they are undead, and they will not need to eat, drink or breathe for the duration of the Incantation&#039;s working. They will be cold to the touch, their pulse is undetectable and may be mistaken for a corpse by an observer if they have not moved for some time. Pain has reduced effects upon them, and so they increase the amount needed to Stun them by 1 for every 2 Ranks, becoming immune at Rank 20, and increasing their chance to recover from Stun or pain effects by Rank. Similarly, magic, Alchemical or Herbal products that take effect as a result of breathing are ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
While the Incantation is in effect, however, the target cannot benefit from Healing from any source except Life Draining. Restoratives inflict EN damage and restore FT in the usual way.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Improved Damage Capacity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The amount of combined EN + FT of the Phantasm generated by the Adept&#039;s Rank is doubled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Pale Horse ===&lt;br /&gt;
[[Image:paleHorse.jpg|right|350px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 minutes (+30 minutes per Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a pale horse to bear them for the duration or until they dismiss it, which requires a Free Act. The pale horse has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It&#039;s Defence and Magic Resistance are the same as the Adept&#039;s, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Necromantic Special Counterspell cast on the area it occupies, it will not enter such an area.&amp;lt;br&amp;gt;&lt;br /&gt;
The pale horse may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spectral Warrior - Spectral Hound ===&lt;br /&gt;
[[Image:Spectral hound.jpg|right|140px]]&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Spectral Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a  has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Stream of Redemption  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Stream of Redemption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Stream of Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; A jet of glowing, golden water erupts from the Adeptâ€™s fingertips in a fountain which travels to the extent of the spellâ€™s range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities that are undead, diabolical or demonic (of whatever kind) or Pacted to them and who occupy hexes that the waters flow through must resist or suffer 1 rollup D 10 ( + 1 per Rank) damage. If the Rank of the spell is 10, this increases to [2 rollup D10] and at Rank 20, [3 rollup D10]. Rollup damage may not be Resisted, although Spell Armour applies against it. Unholy entities that are damaged by this spell must also roll under Willpower  x 1 ( Willpower x 2 if they successfully resisted) or suffer the effects of a roll on the fright table, the effects of which will apply even if they are not normally effected. Yes, a wraith can die from a heart attack). &amp;lt;br?Waterproofing will not help against this spell. &amp;lt;br&amp;gt;&lt;br /&gt;
Entities in good standing with the Powers of Light, including the Four Archangels, take no damage from this spell, however, any condition of fear, pain or despair not caused by a curse is cleansed from them. If the spell is Rank 10 - 19, they are healed of 1 rollup D10 damage. If it is Rank 20, this rises to 2 rollup D10.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;...let justice roll down like waters, and righteousness like an ever-flowing stream.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stream of Corruption - Call the Entropy Locusts ===&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation may be cast in two ways, chosen by the Adept at the time of casting:&lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept&#039;s fingertips and travels to the extent of the spellâ€™s range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. &lt;br /&gt;
# A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept&#039;s fingertips and travels to the extent of the spell&#039;s range and in a tight and rigidly controlled column  5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Damage Reduction  ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Wraithform&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Damage Reduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4,500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by three.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wraithform - Ghost Step ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This Incantation of the Wraithform spell  allows the target to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. They have a TMR of 1 while within solid matter, and may move in any direction, including up and down. The target gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, they are virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If they are caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 2&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rune Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice - Death Field ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds + 10 seconds / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN &#039;&#039;&#039;&amp;amp;&#039;&#039;&#039; FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Runelock - Explosive Runes ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 hour / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area or object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039; A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;either&#039;&#039;&#039; damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;or&#039;&#039;&#039; it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Invisibility ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to an adjacent dimension, the Adept becomes invisible and may not be seen by non-magical means. They do not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects them (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin picked up will become invisible). Note that light is not a possession â€” if the target is carrying a lantern it will be invisible, but the light it emits will not.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell ceases to work whenever the target makes a strike check in melee or close combat. This restriction does not apply when the Rank of Visitation is 16 or higher. The target may always choose to end the spell at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Hand of Baran ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet (+10 feet / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a large, translucent hand, roughtly 3 feet in diameter, with a TMR of 4 at up to the limit of their range. The hand has a Physical Strength of 15 (+ 2 / Rank). and the MD is equal to the Adept&#039;s MA. However, fine manipulation is extremely difficult, so 10 is added to result of a percentile roll when MD checks are required. Entities or Objects caught between the hand and an immovable object suffer 1 (+ 1 per two full Ranks) physical damage per Pulse (armour may reduce this). Entities may break away from the hand by executing a Withdraw action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Secret Passage ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet(1 foot / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039;Permanent/Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By opening a path to a part of the Astral Plane used by departing souls, the Adept may create a secret passage in a wall. The capacity of the passage is equal to 12 (+12 per Rank), this value being reduced by the size of each entity that enters it. &amp;lt;br&amp;gt;&lt;br /&gt;
While the passage is occupied, which happens when all of the entities have finished entering, it may only be exited, no others may enter without precipitating those inside into the material world. This will have lethal consequences (Break 100 -&amp;gt; Endurance or die, a result of 150 indicating the entity has found a pocket of air and can look forward to dying of asphyxiation, a bare success indicating that one or more non-essential body parts have merged with the surrounding material and the entity can look forward to dying of asphyxiation while suffering hideous pain. &amp;lt;br&amp;gt;&lt;br /&gt;
Turning an entity into a newt or candlestick will have not reduce their &amp;quot;size&amp;quot; with respect to the passage, since it is the moment of the soul that taxes the magic. Multihex creatures are calculated at a rate of 6 per hex.&amp;lt;br&amp;gt;&lt;br /&gt;
The Adept reduces the chance of the passage being detected by 5 x their Rank in Mechanician + Rank in Visitation.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the FT reduction does not end until the passage is counterspelled by the Adept, or all of its capacity is exhausted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 4500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Special, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Wall Walking ===&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 seconds (+ 10 seconds / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;This incantation of the Visitation spell allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Visitation - Martial Throne ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Sight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Concentration: No maximum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Visitation spell conjures to this plane an angelic warrior in the form of a martial throne, and directs it to hunt down and slay one target, who must be within sight when the spell is cast. The throne is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight, appearing as a wheel 1 foot wide and 8 feet high, with 12 burning eyes all over it. The throne will continue with its mission until the Adeptâ€™s concentration is broken, its intended victim dies, or it is dissipated or slain. The throne can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The throne has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank), but has no defence or armour value. Neither may it be Stunned. The throne&#039;s movement rate is 650 yards per minute, and its TMR is 13. The throne may move in any direction without restriction, including through the air, walls, water, etc., except through the area of a Rune Special Counterspell.&amp;lt;br&amp;gt;&lt;br /&gt;
The warrior may be dissipated by having a Rune Special Counterspell cast on the area it&lt;br /&gt;
occupies.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
=== Rune of Truth - True Seeing ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / 2 Ranks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 30 seconds + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; No&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Rune:&#039;&#039; Truth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; All entities within range of the Rune of Truth have a chance of detecting things in the area that have been magically altered to appear other than they truly are. True Seeing may reveal the visual component of illusions, and entities or objects that are invisible, insubstantial, or have been magically rearranged or transformed (such as by curses). The chance of an observer detecting such alterations or concealments will depend upon the rank of this spell, the rank of the concealing or transforming magic, and the perception of the observer. For odd magical abilities without a Rank the GM should substitute some appropriate alternative (such as [MA - 10]). &amp;lt;br&amp;gt;&lt;br /&gt;
;True Seeing is of equal or lesser Rank &lt;br /&gt;
:Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this.&lt;br /&gt;
;True Seeing is of higher Rank &lt;br /&gt;
:More major imperfections may be noticed. (e.g. invisible figures have a slight will-oâ€™- the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC).&lt;br /&gt;
;True Seeing is 10+ Ranks higher &lt;br /&gt;
:The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&lt;br /&gt;
&lt;br /&gt;
== Wiccan Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Darkness - Night Terror ===&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039; This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.&amp;lt;br&amp;gt;&lt;br /&gt;
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).&amp;lt;br&amp;gt;&lt;br /&gt;
Halving is applied before additions or subtractions from other modifiers.&lt;br /&gt;
Experience Cost: 500&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: 1 FT, unracks the spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walking Unseen - Unremarkable Appearance ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Unremarkable Appearance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Walking Unseen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Thorns - Hedge Maze ===&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 15 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 seconds + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active, Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of the spell, the target reappears in their original hex (they are&lt;br /&gt;
displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm&lt;br /&gt;
would follow the target into the maze, Agony wouldnâ€™t). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared&lt;br /&gt;
from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1500 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 2.&lt;br /&gt;
&lt;br /&gt;
=== Hex - Spell Penetration ===&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Spell Penetration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Evil Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90815</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90815"/>
		<updated>2021-09-08T09:16:15Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90814</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90814"/>
		<updated>2021-09-08T09:11:02Z</updated>

		<summary type="html">&lt;p&gt;Jasons: Undo revision 90812 by Jasons (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Furnace of Righteousness ===&lt;br /&gt;
A bronze oven has somehow been embedded into Logan-Kai&#039;s abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.&lt;br /&gt;
&lt;br /&gt;
=== Wind of Heaven ===&lt;br /&gt;
This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Result&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Damage&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|MPH&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|01â€“05 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|06â€“15 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|16â€“30 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|31â€“50 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|2 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4â€“7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|51â€“70 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|71â€“85 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|86â€“95 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|96â€“100 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|6 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|25â€“31&lt;br /&gt;
|}&lt;br /&gt;
The result may be modified up or down by up to the Rank of the Windwhistle spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.&amp;lt;br&amp;gt;&lt;br /&gt;
This ability cools down for 4 Pulses once it has been used.&lt;br /&gt;
&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90813</id>
		<title>Loot - Bishop</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Bishop&amp;diff=90813"/>
		<updated>2021-09-08T09:10:35Z</updated>

		<summary type="html">&lt;p&gt;Jasons: Created page with &amp;quot;Back to Brave new world Category: Jim Arona&amp;lt;BR&amp;gt; Brave new world - loot&amp;lt;BR&amp;gt; Loot - Muse&amp;lt;BR&amp;gt; Loot - Bishop&amp;lt;BR&amp;gt; Loot - Naimon&amp;lt;BR&amp;gt;  = Consumables =  == Gre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90812</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90812"/>
		<updated>2021-09-08T09:09:36Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Consumables =&lt;br /&gt;
&lt;br /&gt;
== Grenadoes ==&lt;br /&gt;
=== Primal Grenado ===&lt;br /&gt;
This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:&lt;br /&gt;
{|&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|11&lt;br /&gt;
|13&lt;br /&gt;
|17&lt;br /&gt;
|19&lt;br /&gt;
|23&lt;br /&gt;
|29&lt;br /&gt;
|31&lt;br /&gt;
|37&lt;br /&gt;
|41&lt;br /&gt;
|43&lt;br /&gt;
|47&lt;br /&gt;
|53&lt;br /&gt;
|59&lt;br /&gt;
|61&lt;br /&gt;
|67&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
!22&lt;br /&gt;
!23&lt;br /&gt;
!24&lt;br /&gt;
!25&lt;br /&gt;
!26&lt;br /&gt;
!27&lt;br /&gt;
!28&lt;br /&gt;
!29&lt;br /&gt;
!30&lt;br /&gt;
!31&lt;br /&gt;
!32&lt;br /&gt;
!33&lt;br /&gt;
!34&lt;br /&gt;
!35&lt;br /&gt;
!36&lt;br /&gt;
!37&lt;br /&gt;
!38&lt;br /&gt;
!39&lt;br /&gt;
!40&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|73&lt;br /&gt;
|79&lt;br /&gt;
|83&lt;br /&gt;
|89&lt;br /&gt;
|97&lt;br /&gt;
|101&lt;br /&gt;
|103&lt;br /&gt;
|107&lt;br /&gt;
|109&lt;br /&gt;
|113&lt;br /&gt;
|127&lt;br /&gt;
|131&lt;br /&gt;
|137&lt;br /&gt;
|139&lt;br /&gt;
|149&lt;br /&gt;
|151&lt;br /&gt;
|157&lt;br /&gt;
|163&lt;br /&gt;
|167&lt;br /&gt;
|173&lt;br /&gt;
|-&lt;br /&gt;
!41&lt;br /&gt;
!42&lt;br /&gt;
!43&lt;br /&gt;
!44&lt;br /&gt;
!45&lt;br /&gt;
!46&lt;br /&gt;
!47&lt;br /&gt;
!48&lt;br /&gt;
!49&lt;br /&gt;
!50&lt;br /&gt;
!51&lt;br /&gt;
!52&lt;br /&gt;
!53&lt;br /&gt;
!54&lt;br /&gt;
!55&lt;br /&gt;
!56&lt;br /&gt;
!57&lt;br /&gt;
!58&lt;br /&gt;
!59&lt;br /&gt;
!60&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|179&lt;br /&gt;
|181&lt;br /&gt;
|191&lt;br /&gt;
|193&lt;br /&gt;
|197&lt;br /&gt;
|199&lt;br /&gt;
|211&lt;br /&gt;
|223&lt;br /&gt;
|227&lt;br /&gt;
|229&lt;br /&gt;
|233&lt;br /&gt;
|239&lt;br /&gt;
|241&lt;br /&gt;
|251&lt;br /&gt;
|257&lt;br /&gt;
|263&lt;br /&gt;
|269&lt;br /&gt;
|271&lt;br /&gt;
|277&lt;br /&gt;
|281&lt;br /&gt;
|-&lt;br /&gt;
!61&lt;br /&gt;
!62&lt;br /&gt;
!63&lt;br /&gt;
!64&lt;br /&gt;
!65&lt;br /&gt;
!66&lt;br /&gt;
!67&lt;br /&gt;
!68&lt;br /&gt;
!69&lt;br /&gt;
!70&lt;br /&gt;
!71&lt;br /&gt;
!72&lt;br /&gt;
!73&lt;br /&gt;
!74&lt;br /&gt;
!75&lt;br /&gt;
!76&lt;br /&gt;
!77&lt;br /&gt;
!78&lt;br /&gt;
!79&lt;br /&gt;
!80&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|283&lt;br /&gt;
|293&lt;br /&gt;
|307&lt;br /&gt;
|311&lt;br /&gt;
|313&lt;br /&gt;
|317&lt;br /&gt;
|331&lt;br /&gt;
|337&lt;br /&gt;
|347&lt;br /&gt;
|349&lt;br /&gt;
|353&lt;br /&gt;
|359&lt;br /&gt;
|367&lt;br /&gt;
|373&lt;br /&gt;
|379&lt;br /&gt;
|383&lt;br /&gt;
|389&lt;br /&gt;
|397&lt;br /&gt;
|401&lt;br /&gt;
|409&lt;br /&gt;
|-&lt;br /&gt;
!81&lt;br /&gt;
!82&lt;br /&gt;
!83&lt;br /&gt;
!84&lt;br /&gt;
!85&lt;br /&gt;
!86&lt;br /&gt;
!87&lt;br /&gt;
!88&lt;br /&gt;
!89&lt;br /&gt;
!90&lt;br /&gt;
!91&lt;br /&gt;
!92&lt;br /&gt;
!93&lt;br /&gt;
!94&lt;br /&gt;
!95&lt;br /&gt;
!96&lt;br /&gt;
!97&lt;br /&gt;
!98&lt;br /&gt;
!99&lt;br /&gt;
!100&lt;br /&gt;
|-style=&amp;quot;font-style: italic; color: green;&amp;quot;&lt;br /&gt;
|419&lt;br /&gt;
|421&lt;br /&gt;
|431&lt;br /&gt;
|433&lt;br /&gt;
|439&lt;br /&gt;
|443&lt;br /&gt;
|449&lt;br /&gt;
|457&lt;br /&gt;
|461&lt;br /&gt;
|463&lt;br /&gt;
|467&lt;br /&gt;
|479&lt;br /&gt;
|487&lt;br /&gt;
|491&lt;br /&gt;
|499&lt;br /&gt;
|503&lt;br /&gt;
|509&lt;br /&gt;
|521&lt;br /&gt;
|523&lt;br /&gt;
|541&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is halved (rounding down) for each hex from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
&lt;br /&gt;
=== Pot of Flesh x 2 ===&lt;br /&gt;
[[Image:Flesh_pot.jpg|right|80px]]&lt;br /&gt;
This pot contains a pinkish, oozing mass and weighs 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it&#039;s contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied. &amp;lt;br&amp;gt;&lt;br /&gt;
No particular Skill is required to place the mass, it will slither around the target&#039;s body and infiltrate the wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, D10+5 EN damage is cured.&lt;br /&gt;
&lt;br /&gt;
=== Staunch Potion of Healing ===&lt;br /&gt;
This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.&lt;br /&gt;
&lt;br /&gt;
===Potion of Relief===&lt;br /&gt;
This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute&lt;br /&gt;
&lt;br /&gt;
=== The Suspension of Fire upon Water Rk 14 x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:&lt;br /&gt;
* onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.&lt;br /&gt;
* into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.&lt;br /&gt;
* into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.&lt;br /&gt;
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist&#039;s Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Consummation of Fire and Water x 2 ===&lt;br /&gt;
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;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&#039;s enchantment. Only items made of orichalcum or those that are bound to the victim&#039;s soul are immune to this destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through&lt;br /&gt;
Â¼ inch of metal or stone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 inch of material like wood or bone per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
1 foot of ice per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not burn through orichalcum.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&#039;s discretion). The Alchemist might collect Wood from the remains of a door, for example.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fire &amp;amp; Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Yellow Potion of Health x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
This potion can only be used once in a 5 second period of time,  cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slap x 2 ===&lt;br /&gt;
[[Image: Greenpotion.jpg|left|65px]]&lt;br /&gt;
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When the seal is broken beneath someone&#039;s nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.&amp;lt;br&amp;gt;&lt;br /&gt;
It does not rouse the dead.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;160px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Restoration &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion x 1 ===&lt;br /&gt;
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.&amp;lt;br&amp;gt;&lt;br /&gt;
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sorceries of the Mind&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potion of Greater Healing x 3 ===&lt;br /&gt;
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.&amp;lt;br&amp;gt;&lt;br /&gt;
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Tanuel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Formerly living &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|  Healing&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Phial of Poison Inversion ===&lt;br /&gt;
This small phial weighs 3 oz and is as long as a man&#039;s index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Sparlainth&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Venom x 3 ===&lt;br /&gt;
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.&amp;lt;br&amp;gt;&lt;br /&gt;
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;110px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Fractals&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invested Gems ==&lt;br /&gt;
=== Raygun of Cold ===&lt;br /&gt;
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder&#039;s MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target&#039;s Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.&amp;lt;br&amp;gt;&lt;br /&gt;
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon can be swung like a light war hammer or military pick at the wielder&#039;s discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.&amp;lt;br&amp;gt;&lt;br /&gt;
The weapon may be reloaded by using a Pass Action and an [[A_Walk_in_the_Black_Forest:_Treasure#Amorphous_Water_Balloons| Amorphous Water Balloon]] &lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Weird Science&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Firearms =&lt;br /&gt;
=== Luger ===&lt;br /&gt;
This pistol weighs 2 lbs and is about 9 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes. &amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 8 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
=== Mauser C96 ===&lt;br /&gt;
This submachine pistol weighs 2.5 lbs and is about 12 inches long.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The magazine holds 30 9 mm parabellum rounds.&lt;br /&gt;
{| border=0 cellspacing = 0 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Metals =&lt;br /&gt;
&lt;br /&gt;
=== Itemisable Octohedrite ===&lt;br /&gt;
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. &amp;lt;br&amp;gt;&lt;br /&gt;
Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way. &amp;lt;br&amp;gt;&lt;br /&gt;
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.&lt;br /&gt;
&lt;br /&gt;
=== Barbed Mithril ===&lt;br /&gt;
1 lb of barbed mithril&lt;br /&gt;
&lt;br /&gt;
=== Barbed Ithildin ===&lt;br /&gt;
1 lb of barbed ithildin&lt;br /&gt;
&lt;br /&gt;
= Balrog Bits =&lt;br /&gt;
&lt;br /&gt;
=== Balrog Tail ===&lt;br /&gt;
The cord from the balrog&#039;s tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime &#039;&#039;&#039;and&#039;&#039;&#039; a successful Strike, the whip cracks for an extra rollup D10 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonuses to PS do not increase the damage of this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Balrog Scale ===&lt;br /&gt;
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be made into bucklers, small round or large round shields of the following properties:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Shield&lt;br /&gt;
!Weight&lt;br /&gt;
!DEF per Rank&lt;br /&gt;
!MD penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|3%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Small Round Shield&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2.5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-1&lt;br /&gt;
|-&lt;br /&gt;
|Large Round&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5 lbs&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|5%&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Balrog Teeth x 1 ===&lt;br /&gt;
These teeth are very hard, and each one weighs half a pound.&amp;lt;br&amp;gt;&lt;br /&gt;
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.?&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Winter 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Flame of Udun&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2,500sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
===Pale Crossbow===&lt;br /&gt;
This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder&#039;s PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.&lt;br /&gt;
&lt;br /&gt;
= Armour =&lt;br /&gt;
===Spectral Cape===&lt;br /&gt;
This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept&#039;s normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
The arm/hand is not obvious until called upon but its emergence from the Adept&#039;s back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12. &lt;br /&gt;
&lt;br /&gt;
===Void Robes of the Qalamari===&lt;br /&gt;
These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer&#039;s Magic Resistance to Annihilation or Dark Sphere contact is increased by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== FabergÃ© Eggs ==&lt;br /&gt;
&lt;br /&gt;
=== Egg Timer ===&lt;br /&gt;
[[Image: EggTimer.jpg|right|100px]]&lt;br /&gt;
This FabergÃ© egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Artifice&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Racks ==&lt;br /&gt;
=== Crystal Spell Rack ===&lt;br /&gt;
&lt;br /&gt;
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a [[Spell Rack|spell rack]]. &amp;lt;br&amp;gt;&lt;br /&gt;
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Transurania&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Magical&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3,250sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Jewellery =&lt;br /&gt;
== Rings ==&lt;br /&gt;
===Barbed Ring===&lt;br /&gt;
This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone.&lt;br /&gt;
On the bearer&#039;s Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10  + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.&lt;br /&gt;
&lt;br /&gt;
===Ring of Angles===&lt;br /&gt;
This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170Â°. &amp;lt;br&amp;gt;&lt;br /&gt;
On the occasion of the next full moon, the bearer must Break 100 -&amp;gt; 1 x WP or  dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are â€œall aroundâ€). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are â€œout to get themâ€  or perhaps provide a critique of  transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer&#039;s sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer&#039;s WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.&amp;lt;br&amp;gt;&lt;br /&gt;
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amulets ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Amethyst ===&lt;br /&gt;
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| None&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stone Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6,000sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Amulet of Elder Flowers ===&lt;br /&gt;
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer&#039; proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;150px&amp;quot; Align=&amp;quot;Center&amp;quot;| Plane of Origin&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Aura&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot; | Nature of Magic&lt;br /&gt;
|width=&amp;quot;50px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot; | Cursed etc.??&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot; | GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| New Terra&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Formerly living&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Herb Lore&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 800sp&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{No-I}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lore =&lt;br /&gt;
== Tome of Abysmal Lore ==&lt;br /&gt;
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.&amp;lt;br&amp;gt;&lt;br /&gt;
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants. &amp;lt;br&amp;gt;&lt;br /&gt;
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader&#039;s Experience can be spent on these abilities. &lt;br /&gt;
&lt;br /&gt;
=== Damage Squares ===&lt;br /&gt;
Experience Multiple: 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The reader acquires the ability to avoid damage according to the following schedule:&lt;br /&gt;
{| cellspacing = 1 border = 1&lt;br /&gt;
!Rank&lt;br /&gt;
!Squares&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|2&lt;br /&gt;
|1,4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|4&lt;br /&gt;
|1,4,9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|6&lt;br /&gt;
|1,4,9,16&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;|8&lt;br /&gt;
|1,4,9,16,25&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;Center&amp;quot;| 10&lt;br /&gt;
|1,4,9,16,25,36&lt;br /&gt;
|}&lt;br /&gt;
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader&#039;s Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.&amp;lt;br&amp;gt;&lt;br /&gt;
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Special Abilities =&lt;br /&gt;
&lt;br /&gt;
== A Penetrant, Illumininant Eye ==&lt;br /&gt;
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.&amp;lt;br&amp;gt;&lt;br /&gt;
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Incantations =&lt;br /&gt;
== Mental Attack - Multi-Target ==&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation allows the Adept to assign 1 per 3 or fraction of the spell&#039;s Rank with Mental Attack as targets, instead of one. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
|width=&amp;quot;180px&amp;quot; Align=&amp;quot;Center&amp;quot;| Adventure&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;| Season&lt;br /&gt;
|width=&amp;quot;120px&amp;quot; Align=&amp;quot;Center&amp;quot;| Nature of Magic&lt;br /&gt;
|width=&amp;quot;80px&amp;quot; Align=&amp;quot;Center&amp;quot; | Value&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; Align=&amp;quot;Center&amp;quot;| GM&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Black Forest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Summer 815&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Meta-magic&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Quest&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
===Khamsin ===&lt;br /&gt;
[[Image:Khamsin.jpg|right|240px]]&lt;br /&gt;
; Description:  Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.&lt;br /&gt;
; Talents, Skills, and Magic: Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)&lt;br /&gt;
; Movement Rates: Running: 600&lt;br /&gt;
{{BeastStats|90|15|20|10|45|60|20|15|13|12|Hide reduces Damage by 2}}&lt;br /&gt;
; Weapons:&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;	BC 25%, [D + 8], Melee &amp;amp; Close, Rank 0. This attack requires but a Free Act&lt;br /&gt;
:&#039;&#039;&#039;Kick&#039;&#039;&#039; BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.&lt;br /&gt;
:&#039;&#039;&#039;Trample&#039;&#039;&#039; BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent. &lt;br /&gt;
&lt;br /&gt;
= Machinery =&lt;br /&gt;
&lt;br /&gt;
=== Orichalcum Escapement ===&lt;br /&gt;
This escapement weighs 15 lbs, is  made from an orichalcum cog a foot in diameter, &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached. &amp;lt;br&amp;gt;&lt;br /&gt;
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; Rank in Mechanician&amp;lt;/span&amp;gt; but multiply the duration by a similar Rank value.&lt;br /&gt;
&lt;br /&gt;
=== Serpent Jewels x 10 ===&lt;br /&gt;
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication. &amp;lt;br&amp;gt;&lt;br /&gt;
With respect to a clockwork device of a Mechanician&#039;s making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.&amp;lt;br&amp;gt;&lt;br /&gt;
An enterprising Mechanician may find other uses for them.&amp;lt;br&amp;gt;&lt;br /&gt;
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bridge &amp;amp; Movement x 1 ===&lt;br /&gt;
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs. &amp;lt;br&amp;gt;&lt;br /&gt;
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of  9, but not both. The maximum these values may be increased is Rank in Mechanician.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.&lt;br /&gt;
; Mainspring x 2 &lt;br /&gt;
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician&#039;s Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.&lt;br /&gt;
&lt;br /&gt;
=== Cogs &amp;amp; Gears x 17 ===&lt;br /&gt;
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.&lt;br /&gt;
&lt;br /&gt;
=== Serpent&#039;s Tongue ===&lt;br /&gt;
This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 &amp;lt;span style=&amp;quot;vertical-align:super;font-size:x-small&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;vertical-align:sub;font-size:x-small&amp;quot;&amp;gt; 2&amp;lt;/span&amp;gt; feet. It weighs 13 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise me.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=90807</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=90807"/>
		<updated>2021-09-08T08:25:16Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Bishop]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Amorphous Water Balloons x 3 ===&lt;br /&gt;
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a rock, the balloon must strike an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target&#039;s body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.&amp;lt;br&amp;gt;&lt;br /&gt;
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -&amp;gt; MD x 2 or be subject to the same attack.&lt;br /&gt;
&lt;br /&gt;
=== Miniature Oxhides of Cyprus x 10 ===&lt;br /&gt;
These thin plates of copper are about the size of a tarot card and weigh 10 oz, each. When they are laid flat against silver and cover it with salts of hydrargyrum, then any airborne impurites are drawn out of the air in a megahex, increasing in radius by 1 hex per Rank of the Alchemist performing the operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Over a period of four hours, the oxhide will be covered in a black, tarry substance that will be challenging to survive if an attempt is made to smell it. This will exhaust the oxhide&#039;s effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Healing Potion of Smaragdine Excellence ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, it heals 5 rollup D10 + 23 Damage Points.\&lt;br /&gt;
&lt;br /&gt;
=== Heroism Potion ===&lt;br /&gt;
This small phial weighs 4 oz. If it is worn on a belt or the like, it may be taken without Preparing it. However, if a Specific Grievous injury is inflicted in the same part of the body, ,it will have been shattered and its magic lost unless a percentile roll of 70 or less is made. For this reason, it&#039;s location must be recorded. &amp;lt;br&amp;gt;&lt;br /&gt;
When it is drunk, choose one, only, of these:&lt;br /&gt;
# Increase Power by 1&lt;br /&gt;
# Sacrifice 1 point of Power to recover half total Power instantly&lt;br /&gt;
&lt;br /&gt;
=== Phial of Iron Web ===&lt;br /&gt;
Dashing this phial on a surface causes oil to spread upon it as the Iron Web is written out on it. It creates a maze 10 feet high, consisting of eight independent paths that lead to the maze&#039;scenter. The web maze extends for 75 yards around the point of impact, closing over the top of the maze walls. &amp;lt;br&amp;gt;&lt;br /&gt;
The Iron Web isolates each character, randomly assigning them to 1 (+1 per 3 or fraction Ranks) separate paths (roll randomly to see which character ends up on which path. Each path leads only to the center of the maze, and do not intersect. Characters moving faster than half their TMR must make a 2 x Agility Check in order to move through the maze. Failure inflicts 2 rollup D10 damage as the web&#039;s magical barbs tear at them. The Protection value of their armour applies against this damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The web lasts for 3D rollup 10 Pulses.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Thunderclap ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Thunderclap x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 320 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept causes the air in the targeted area to violently compress with a loud crash. The target area has a diameter of 25 ft. The entirety of the affected area must be within the casterâ€™s spell range for the spell to be effective. All those within the area suffer [1 rollup D10 + 8] concussive damage (resist for half â€” round up).&amp;lt;br&amp;gt;&lt;br /&gt;
Those failing to resist can hear nothing except a loud ringing for Rank pulses. On a Double or Triple effect any entities which fail to resist are also stunned (normal stun recovery applies). Note that this spell can be heard from a distance just like normal thunder.&lt;br /&gt;
&lt;br /&gt;
=== Papyrus of Gravity ===&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Rank 15 Increased Gravity x 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 285 feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 19 hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 47%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Area of Effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; When this spell is cast, a contiguous surface within range will provide normal gravity until the spell expires. Note that although the surface must be contiguous, it need not be in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blue Laen Mace ===&lt;br /&gt;
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tsusquagatli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Description: Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skills&lt;br /&gt;
: Stealth 75%, and improves at 8 / Rank, Rank 0 - 10&lt;br /&gt;
: Ranger, Rank 2 - 7, Jungle terrain.&lt;br /&gt;
: Assassin, Rank 0 - 7.&lt;br /&gt;
&lt;br /&gt;
;Special Abilities&lt;br /&gt;
: Climbing TMR 5&lt;br /&gt;
&lt;br /&gt;
;Magic&lt;br /&gt;
: Blending, Rank 0 - 20&lt;br /&gt;
: Purification, Rank 0 - 20&lt;br /&gt;
: Glass Protection, Rank 0 - 20&lt;br /&gt;
::&#039;&#039;Range:&#039;&#039; Self&lt;br /&gt;
::&#039;&#039;Duration:&#039;&#039; 30 minutes + 30 / Rank&lt;br /&gt;
::&#039;&#039;Experience Multiple:&#039;&#039; 200&lt;br /&gt;
::&#039;&#039;Base Chance:&#039;&#039; 20%&lt;br /&gt;
::&#039;&#039;Resist:&#039;&#039; None&lt;br /&gt;
::&#039;&#039;Target:&#039;&#039; Entity&lt;br /&gt;
::&#039;&#039;Effects:&#039;&#039; This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30 | 25 | 25 | 3 | 22 | 36 | 20 | 25 | 12 | 9/5 | 10* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is blue laen.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.&lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 50%, [2 rollup D10]+1 , Melee &amp;amp; Close, Rank 0 - 6.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 60%, [1 rollup D10]+3 , Melee &amp;amp; Close, Rank 0 - 8.&lt;br /&gt;
&lt;br /&gt;
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Prayer Beads of the Recollecti ====&lt;br /&gt;
Prayer Beads may be used as a Free Act unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
;Calm Emotion&lt;br /&gt;
Once a day, the votary may Prepare and Cast Compelling Obedience as a single Free Act at a cost of 5 FT. The votary may suppress any effect that charms or frightens any target(s) within range. When the duration of Compelling Obedience expires, the charm or frighten effect resumes unless it has worn off by then.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, targets can be made indifferent to creatures that they are hostile toward. This will end if they are attacked or they see their friends attacked. When the spell expires, the targets will generally become hostile again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shield of Faith&lt;br /&gt;
Once a day, the votary may increase their Defence by 10 and reduce poison, disease or wounding damage from spells by 2. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
;Prayer of Protection&lt;br /&gt;
Once a day, the votary may halve damage from elemental magic. If the modified die roll result is 01 or less, then the damage is entirely avoided on them and the hex they occupy. This requires a Free Act, costs 5 FT and lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
==== Ring of Regeneration ====&lt;br /&gt;
This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work. &amp;lt;br&amp;gt;&lt;br /&gt;
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
The ring&#039;s power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
=== Pants of Tight Blackness ===&lt;br /&gt;
These black pants appear to be made from patent leather, but in fact is a silken fabric. It increases the Magic Resistance of the wearer with respect to magic that does harm by means of Fire, the bonus being by their base Willpower. This improvement lasts for as long as the wearer  maintains contact with Transuranic Cold, which costs 9 FT per hour. This cost may be offset by Rank in the Resist Temperature Talent at a rate of 1 + (1 per 4 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
The clothing has no Encumbrance value, provdes 1 Protection and 1 Spell Armour. This does not stack with any armour not made of cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the pants can be seen on the wearer&#039;s legs and hips, then they may stand in a certain way and this will lead observers to believe they have been generously gifted by Nature in a particular way.&lt;br /&gt;
&lt;br /&gt;
=== Ferrule of Power ===&lt;br /&gt;
This bronze ferrule must be attached to a pole or hafted weapon and increases it&#039;s weight by 24 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a bonding cost of 1 EN has been paid, the pole or hafted weapon has these functions:&lt;br /&gt;
*The wielder increases their Defence by 2 (+2 per Rank) to a maximum of 20. This will not stack with Defence from other weapons or shields. &lt;br /&gt;
*The wielder reduces damage by 1 at Rank 4 and by another 2 at Rank 12 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.&lt;br /&gt;
*The wielder subtracts their Rank from the die roll (to a maximum of 10) when making MR checks and if the modified result of the MR check is &#039;01&#039; 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.&lt;br /&gt;
*The counterspells of one extra college may be cast on the pole or hafted weapon, to the benefit of the wielder. &lt;br /&gt;
: By performing a rite at midnight on a solstice or equinox and sacrificing 1 EN, the pole or hafted weapon can store one element they have Bound (Earth, Air, Fire or Water) at 1/10th the normal volume. Changing the element requires another 1 EN sacrifice and a rite at the midnight of the next solstice or equinox. &lt;br /&gt;
: By sacrificing 1 EN, the Adept can empower the pole or hafted weapon to change the Ritual of Sending so that they can send  messages a target they know well in their dreams. The message can only be one simple sentence long, although the target may respond, again, one simple sentence in length.&lt;br /&gt;
: The pole or hafted weapon allows the wielder to Cast the Runes of Sight once per season as if it were a spell.&lt;br /&gt;
&lt;br /&gt;
;Incantations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rune Wall - Wall of Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Wall of Stone&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Rune Wall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This incantation of the Rune Wall spell creates a 10 foot high, 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The Adept increases any  dimension by 1 foot per Rank but may not attempt to create a wall on top of an entity. &amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Spell - Doom Song&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Doom Song&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039;Curse Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 20 feet + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Doom Song is a Major Curse and may take one of three forms, as chosen by the Adept. The Doom Song may normally only be removed by the use of a Remove Curse Ritual, by a Counterspell cast by the Adept that laid the curse, or by the death of the target. This spell may not be dissipated.&amp;lt;br&amp;gt;&lt;br /&gt;
Affliction The Adept may choose to torment or kill their target. If the effects of the Affliction are intended to be deadly, the target may not die as a result of the curse before (24 - Rank) hours have passed. The Adeptâ€™s player states what the Affliction is to do, and then the exact effects and&lt;br /&gt;
results must be decided by the GM. In addition to the normal ways of lifting a curse, afflictions may have durations or conditions worded into them, in which case the curse is lifted when the duration expires or the condition is met.&amp;lt;br&amp;gt; &lt;br /&gt;
Players should note that Afflictions are particularly capricious, and can never be relied upon to operate in precisely the same manner twice. Some sample Afflictions are:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Target begins to age at 10 years per day. Target may die of old age. Once the curse is lifted the target will age backwards to their correct age, at the same rate.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Target contracts a deadly disease (including open running sores) that may not be cured by the arts of a Healer.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Target is transformed into a frog or other small creature (but retain their own mind). Condition: the Curse may be lifted by the kiss of a member of royalty of the opposite gender.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Target is cursed with Lycanthropy (random species).&amp;lt;br&amp;gt;&lt;br /&gt;
5. Target will fall into a century long sleep (see Hibernation, College of Ice Magics S-6).&amp;lt;br&amp;gt;&lt;br /&gt;
Ill Luck Add two times the Rank of the Adept with this spell to any percentile dice roll involving the targetâ€™s use of their abilities. This may never be applied favourably. Note that this is an addition to the dice roll, not a subtraction from Base Chances.&amp;lt;br&amp;gt;&lt;br /&gt;
Doom A Doom is a pronouncement, by the Adept, upon an event that will occur in the targetâ€™s future, such as: â€œYou will die by the hand of a loved one.â€ The statement, which must be indefinite, will come true in not less than (24 - Rank) weeks. The Doom remains until it is fulfilled, and may not be removed by a Remove Curse Ritual, or even by the death of the target, unless that death fulfils the Doom.&amp;lt;br&amp;gt;&lt;br /&gt;
The target is immediately aware of the nature of the Doom, and its wording. A Doom may be modified, so as to decrease the severity, make the time factor longer, etc., by the casting of a modified Doom on the same target, by an Adept with Rank in this spell at least equal to the Rank at which the original Doom was cast. The exact effects of the Doom must be decided by the GM, and players should note that two Dooms, even if worded the same, need not have precisely the same effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10,000 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, reduces FT value by 4.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Certain spells may be invested in the pole or hafted weapon at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be so Invested, but any combination is allowed. The following spells or types of magic are allowed:&lt;br /&gt;
{| border = 01 cellspacing = 3&lt;br /&gt;
||Counterspells&lt;br /&gt;
|Calm&lt;br /&gt;
|Gem Creation&lt;br /&gt;
|Wall of Starlight&lt;br /&gt;
|-&lt;br /&gt;
||Frozen Doom &lt;br /&gt;
|Lightning&lt;br /&gt;
|Earth Tremor&lt;br /&gt;
|Freezing Wind&lt;br /&gt;
|-&lt;br /&gt;
||Extinguish Flames&lt;br /&gt;
|Telekinesis&lt;br /&gt;
|Hibernation&lt;br /&gt;
|Icy Transformation&lt;br /&gt;
|}&lt;br /&gt;
*The wielder releases the spells stored by using a Cast Action. They are not Triggered.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Sunlord of Cyrenaica ===&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Name &#039;Scarab&#039;is Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Sunlord of Cyrenaica&lt;br /&gt;
:This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It&#039;s carapace is a metallic blue in colour. This is a battleform. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 40| 15|15| Adept&#039;s|30| Adept&#039;s|Adept&#039;s|Adept&#039;s| 9| Special| Special}}&lt;br /&gt;
:Every 2 Ranks in this ITN increases PS and EN by 1. &lt;br /&gt;
:Every 4 Ranks in this ITN increases MD, AG, and PB by 1. &lt;br /&gt;
:Every 4 Ranks in the GTN &amp;quot;Scarab&amp;quot; increases PS, MD, AG, EN and PB by 1.&lt;br /&gt;
:The Protection value is the Adept&#039;s +1 per 4 Ranks in the ITN.&lt;br /&gt;
:Spell Armour value is the Adept&#039;s +1 per 5 Ranks in the ITN&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.&lt;br /&gt;
:The battleform&#039;s vision can penetrate a Light spell of equal or lower Rank than the ITN.&lt;br /&gt;
:This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.&lt;br /&gt;
:The scarab has the following flight properties:&lt;br /&gt;
:: flying requires a clear space of about a megahex.&lt;br /&gt;
:: the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.&lt;br /&gt;
:: maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
:: the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check. &lt;br /&gt;
:: the Adept&#039;s Defence and Magic Resistance is zero&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=90184</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=90184"/>
		<updated>2021-06-18T08:10:57Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Amorphous Water Balloons x 3 ===&lt;br /&gt;
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a rock, the balloon must strike an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target&#039;s body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.&amp;lt;br&amp;gt;&lt;br /&gt;
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -&amp;gt; MD x 2 or be subject to the same attack.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Deathbringer ===&lt;br /&gt;
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Shirt of Glam ===&lt;br /&gt;
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer&#039;s exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer&#039;s Rank in Troubadour is increased by 1, even beyond Rank 10.&amp;lt;br&amp;gt;&lt;br /&gt;
It will magically adjust itself to it&#039;s wearer size, so long as they fall between 7 and 2, inclusive. &lt;br /&gt;
&lt;br /&gt;
=== Pants of Tight Blackness ===&lt;br /&gt;
These black pants appear to be made from patent leather, but in fact is a silken fabric. It increases the Magic Resistance of the wearer with respect to magic that does harm by means of Fire, the bonus being by their base Willpower. This improvement lasts for as long as the wearer  maintains contact with Transuranic Cold, which costs 9 FT per hour. This cost may be offset by Rank in the Resist Temperature Talent at a rate of 1 + (1 per 4 or fraction Ranks).&amp;lt;br&amp;gt;&lt;br /&gt;
The clothing has no Encumbrance value, provdes 1 Protection and 1 Spell Armour. This does not stack with any armour not made of cloth.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as the pants can be seen on the wearer&#039;s legs and hips, then they may stand in a certain way and this will lead observers to believe they have been generously gifted by Nature in a particular way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;=== Slippers of Innocence ===&lt;br /&gt;
These fine leather slippers are beautifully crafted from the skin of new born babies, and weigh 5 oz. Their magic will not work if the wearer carries iron.&amp;lt;/del&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;: While under the effect of Wraithform, the wearer&#039;s disposition, relationships and magical abilities cannot be identified.&amp;lt;/del&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;: The wearer can walk on Mist or Vapours as if walking on solid ground.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90183</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=90183"/>
		<updated>2021-06-18T08:10:46Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Furnace of Righteousness ===&lt;br /&gt;
A bronze oven has somehow been embedded into Logan-Kai&#039;s abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.&lt;br /&gt;
&lt;br /&gt;
=== Wind of Heaven ===&lt;br /&gt;
This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle. &amp;lt;br&amp;gt;&lt;br /&gt;
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:&lt;br /&gt;
{| border=1 cellspacing=0 |&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Result&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|Damage&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|MPH&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|01â€“05 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|06â€“15 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|16â€“30 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|31â€“50 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|2 rollup D10&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4â€“7&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|51â€“70 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|3 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|8â€“12&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|71â€“85 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|4 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|13â€“18&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|86â€“95 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|5 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|19â€“24&lt;br /&gt;
|-&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|96â€“100 	&lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|6 rollup D10 &lt;br /&gt;
|Align=&amp;quot;Center&amp;quot;|25â€“31&lt;br /&gt;
|}&lt;br /&gt;
The result may be modified up or down by up to the Rank of the Windwhistle spell.&amp;lt;br&amp;gt;&lt;br /&gt;
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.&amp;lt;br&amp;gt;&lt;br /&gt;
This ability cools down for 4 Pulses once it has been used.&lt;br /&gt;
&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87936</id>
		<title>Immortals - Player Rules</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87936"/>
		<updated>2020-11-19T08:01:59Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
=== Permanent ===&lt;br /&gt;
=== Expendable ===&lt;br /&gt;
=== Expendable Experience Points ===&lt;br /&gt;
&lt;br /&gt;
== Aspect ==&lt;br /&gt;
Trump&lt;br /&gt;
&lt;br /&gt;
Order - Chaos&lt;br /&gt;
&lt;br /&gt;
Astral - Abyss&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
Initiating generally happens at the end of a story arc as directed by the GM. It is the major mechanism by which an Immortal advances in power and/or gains new major abilities.&lt;br /&gt;
&lt;br /&gt;
An Immortal requires a house in which to carry out the process of initiating. There are several things which the Immortal does as part of initiating. These are:&lt;br /&gt;
&lt;br /&gt;
* Choose what the Initiation is&lt;br /&gt;
* Ranking skills, spells and characteristics (Agents too?)&lt;br /&gt;
* Investing items&lt;br /&gt;
&lt;br /&gt;
=== Ranking ===&lt;br /&gt;
Ranking is the process of developing a skill/spell/ability. It usually involves the sacrifice of permanent power.&lt;br /&gt;
&lt;br /&gt;
 NOTE&lt;br /&gt;
 &lt;br /&gt;
 DQ spells, skills and characteristics MUST be raised to the maximum rank allowable, for the Immortals race, before they can be further raised using Power. Thus, most spells will only be raisable, via sacrificing power, once they have been raised to rank 20 using the DQ rules first.&lt;br /&gt;
&lt;br /&gt;
At the time of Initiating, an Immortal can choose to sacrifice 1 point of power to:&lt;br /&gt;
&lt;br /&gt;
* Raise the rank of a skill, spell or characteristic&lt;br /&gt;
* Lower the cost of casting a spell&lt;br /&gt;
&lt;br /&gt;
When raising the rank of a spell, they may optionally sacrifice another 1 point of power to reduce the cast cost of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Investing ===&lt;br /&gt;
Investing is the process of sacrificing power to improve an item.&lt;br /&gt;
&lt;br /&gt;
Normal items are non-magical in nature. In order to add an ability to the item, the item must first be improved to allow it to hold/bind the ability. I will call this *Expanding*. Each ability you wish to add to an item will require that the item is Expanded further. This is an ever more difficult task and requires 1 more point of power each time. So, to add 1 ability to an item will require the sacrifice of 1 point of power. Next time you wish to add an ability, you will need to spend 2 points and the next time 3 points and so on.&lt;br /&gt;
&lt;br /&gt;
Once an item has been Expanded an ability can be bound to it, which I&#039;m going to call *Binding*. This might be something relatively mundane, like increasing the amount of damage a sword does or enhancing a piece of armour to absorb more damage. Or it could be something more interesting, such as adding the ability for a carpet to fly. I would imagine that the sacrifice cost for different effects varies. For instance, increasing the damage of a sword might be 1 point, whereas making a carpet fly might be more like 5 points (or more).&lt;br /&gt;
&lt;br /&gt;
Power can be sacrificing to the item to enhance an ability. This is called *Ranking* due to its similarity with Ranking skills and spells etc.&lt;br /&gt;
&lt;br /&gt;
Expanding can only be done at the time of Initiation or creation of an item. [[Jim Arona]] - you might want to verify that.&lt;br /&gt;
Binding and Ranking can only be done at the time of Initiation.&lt;br /&gt;
&lt;br /&gt;
An item cannot be Ranked more than once at the time of Initiation unless the Immortal in question has a particular means of achieving this.&lt;br /&gt;
&lt;br /&gt;
An item *can* be Expanded and Enhanced at the time of Initiation (and maybe at creation). But it cannot ALSO be Ranked. Thus, I could Enhance a weapon and add a Binding to make it do more damage, resulting in a weapon that has Rank 1 damage enhancement. But I could NOT then Rank it to Rank 2 until my next Initiation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special mentions ===&lt;br /&gt;
Some abilities deserve special mention here.&lt;br /&gt;
&lt;br /&gt;
==== Power Storing ====&lt;br /&gt;
The ability to store/hold temporary power. For each Rank of this ability, the Immortal can store 5 points of Expendable Power.&lt;br /&gt;
Immortals may sacrifice up to 2 points at each initiation to raise this ability by 1 point for each point so sacrificed. Thus, they can increase the size of their Expendable Power pool by 10 each initiation. If they so choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houses ==&lt;br /&gt;
Building a house takes a year and a day. &#039;&#039;&#039;This time takes &amp;lt;how many?&amp;gt; tracks for training purposes.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87935</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87935"/>
		<updated>2020-11-19T07:56:37Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Potion of Demon&amp;#039;s Blood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
==== Love Philtre Rk 12 x 4 ====&lt;br /&gt;
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.&lt;br /&gt;
&lt;br /&gt;
==== Fertility Potion Rank 18 x 3 ====&lt;br /&gt;
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks. &lt;br /&gt;
&lt;br /&gt;
==== Toadsweat Potion Rank 13 x 4 ====&lt;br /&gt;
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ales &amp;amp; Beers ===&lt;br /&gt;
==== Pint of Red Beer x 4 ====&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Pint of Pale Ale x 2 ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 16 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Spear||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+5 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 35 and their Magic Resistance is 40%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{{ItemTag Jim|16 &amp;amp;#188; s of Time|Summer 812|Pln=Perfidious Albion|Aur=Formerly living|Nat=Calling|Val=500sp each|Crs=No}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 5 Inch Scale x 3 ====&lt;br /&gt;
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.&lt;br /&gt;
&lt;br /&gt;
==== Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Vermin ===&lt;br /&gt;
This tattered cloak appears to be made from patches of black, grey and brown leather. It weighs 3lbs 3oz, and provides a bonus of 7 to Stealth. It is, in fact, cursed so that if the wearer is under attack, they will have to make Concentration checks or be afflicted by mites, ticks, fleas or other vermin, which will defeat their attempt to execute a Cast or Fire Action. However, the cloak is a legal target for a Control Animal spell, and while the spell is in effect, they may ignore the first Rank points of physical Damage per Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Flying Kettle Drum ===&lt;br /&gt;
This small drum is made from the skin of a lion stretched tightly across a wooden frame, which is 15 inches across, 5 inches high and weighs 5lbs 5oz. It is a legal target for the Instilling Flight, whereupon it will increase in size by a factor of 12, and provide sufficient space to bear 2 sizes of entity per Rank of the spell. When so enlarged, the drum intercepts 20 points of damage from below (+5 for every 3 Ranks). While the spell is cast upon it, the vehicle moves at the Adept&#039;s TMR, so long as at least 1 TMR is used per Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this damage capacity is exceeded, the drum collapses back to its instrument form and may not be used again until after noon on a Wednesday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Crown of Mentacles ====&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Adept is targeting a volume, object or themselves, they may increase the Cast Chance of magic of the College of Sorceries of the Mind by 1 for every point of WP greater than 15.&lt;br /&gt;
&lt;br /&gt;
==== Force Gauntlet of the Right Hand ====&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Earth Hammer, Ice Bolt or Ice Projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Amulets ===&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Amethyst ====&lt;br /&gt;
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearerâ€™s Fatigue recovery during sleep periods by 10% (round down).&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Beryl ====&lt;br /&gt;
Increases the wearerâ€™s ability to detect traps and ambushes by 5.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Betony ====&lt;br /&gt;
Decreases the Base Chance of infection by 15.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Bloodstone ====&lt;br /&gt;
Prevents miscarriage and decreases Base Chance of infection by 20&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Carbuncle ====&lt;br /&gt;
Decreases damage done by poison by 2 points of damage per pulse or day.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Chalcedony ====&lt;br /&gt;
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Diamonds ====&lt;br /&gt;
Increases all of the wearerâ€™s Strike Chances by 2&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Elder Flowers ====&lt;br /&gt;
Makes the wearer proof against the Evil Eye&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Hypericum ==== &lt;br /&gt;
Increases the wearerâ€™s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Iron ====&lt;br /&gt;
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.&lt;br /&gt;
&lt;br /&gt;
====  Enhanced Amulet of Jade ==== &lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Jet ====&lt;br /&gt;
This polished jet amulet, when it is worn openly around the neck increases the wearer&#039;s Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. &lt;br /&gt;
&lt;br /&gt;
==== Amulet of Luck ==== &lt;br /&gt;
Made from tigerâ€™s or alligatorâ€™s teeth. It increases the wearerâ€™s Magical Resistance by 3 and adds 2 to the wearerâ€™s defense&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Black Amber x 2 ==== &lt;br /&gt;
This amulet when it is worn openly in the left ear increases the wearer&#039;s Initiative Value by 7.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Swedish Axemen ===&lt;br /&gt;
==== Addo ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benno ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Book of Shadows ===&lt;br /&gt;
This book has been written on the skin of a cat&#039;s shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader&#039;s Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell, unless such a spell is Silent.&lt;br /&gt;
&lt;br /&gt;
==== Cormanthanet ====&lt;br /&gt;
This demon&#039;s name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty four to increase the protection of  the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Morgol ====&lt;br /&gt;
This demon&#039;s name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing &amp;amp;frac13; ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller&#039;s hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Juldranaq ====&lt;br /&gt;
This demon&#039;s name takes 15 days to learn. If a black pearl the size of a baby&#039;s thumb is hung from a golden earring weighing &amp;amp;frac14; ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer then fifty feet away, without covering the intervening space. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat&#039;s heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Personal Ricochet ===&lt;br /&gt;
Experience Multiple: 150&amp;lt;br&amp;gt;&lt;br /&gt;
Base Chance: (base EN + AG + PC)  + 12 x Rank&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer&#039;s course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;br /&gt;
==== Telekinesis - Remote Sense of Touch ====&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. This is a targeting sense.&amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause feedback, damaging the Adept by 1 D10 and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 2, however, Quizzing Glass acts as required material component.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1, requires material component: Quizzing Glass, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinesis - Triple Strength ====&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 1, however, Force Gauntlet acts as required material component.&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires material component: Force Gauntlet, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87934</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87934"/>
		<updated>2020-11-19T07:56:35Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87933</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87933"/>
		<updated>2020-11-19T07:55:25Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Scrolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
==== Love Philtre Rk 12 x 4 ====&lt;br /&gt;
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.&lt;br /&gt;
&lt;br /&gt;
==== Fertility Potion Rank 18 x 3 ====&lt;br /&gt;
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks. &lt;br /&gt;
&lt;br /&gt;
==== Toadsweat Potion Rank 13 x 4 ====&lt;br /&gt;
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Ales &amp;amp; Beers ===&lt;br /&gt;
==== Pint of Red Beer x 4 ====&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Pint of Pale Ale x 2 ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 16 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Spear||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+5 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 35 and their Magic Resistance is 40%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{{ItemTag Jim|16 &amp;amp;#188; s of Time|Summer 812|Pln=Perfidious Albion|Aur=Formerly living|Nat=Calling|Val=500sp each|Crs=No}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 5 Inch Scale x 3 ====&lt;br /&gt;
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.&lt;br /&gt;
&lt;br /&gt;
==== Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Vermin ===&lt;br /&gt;
This tattered cloak appears to be made from patches of black, grey and brown leather. It weighs 3lbs 3oz, and provides a bonus of 7 to Stealth. It is, in fact, cursed so that if the wearer is under attack, they will have to make Concentration checks or be afflicted by mites, ticks, fleas or other vermin, which will defeat their attempt to execute a Cast or Fire Action. However, the cloak is a legal target for a Control Animal spell, and while the spell is in effect, they may ignore the first Rank points of physical Damage per Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Flying Kettle Drum ===&lt;br /&gt;
This small drum is made from the skin of a lion stretched tightly across a wooden frame, which is 15 inches across, 5 inches high and weighs 5lbs 5oz. It is a legal target for the Instilling Flight, whereupon it will increase in size by a factor of 12, and provide sufficient space to bear 2 sizes of entity per Rank of the spell. When so enlarged, the drum intercepts 20 points of damage from below (+5 for every 3 Ranks). While the spell is cast upon it, the vehicle moves at the Adept&#039;s TMR, so long as at least 1 TMR is used per Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this damage capacity is exceeded, the drum collapses back to its instrument form and may not be used again until after noon on a Wednesday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Crown of Mentacles ====&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Adept is targeting a volume, object or themselves, they may increase the Cast Chance of magic of the College of Sorceries of the Mind by 1 for every point of WP greater than 15.&lt;br /&gt;
&lt;br /&gt;
==== Force Gauntlet of the Right Hand ====&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Earth Hammer, Ice Bolt or Ice Projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Amulets ===&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Amethyst ====&lt;br /&gt;
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearerâ€™s Fatigue recovery during sleep periods by 10% (round down).&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Beryl ====&lt;br /&gt;
Increases the wearerâ€™s ability to detect traps and ambushes by 5.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Betony ====&lt;br /&gt;
Decreases the Base Chance of infection by 15.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Bloodstone ====&lt;br /&gt;
Prevents miscarriage and decreases Base Chance of infection by 20&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Carbuncle ====&lt;br /&gt;
Decreases damage done by poison by 2 points of damage per pulse or day.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Chalcedony ====&lt;br /&gt;
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Diamonds ====&lt;br /&gt;
Increases all of the wearerâ€™s Strike Chances by 2&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Elder Flowers ====&lt;br /&gt;
Makes the wearer proof against the Evil Eye&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Hypericum ==== &lt;br /&gt;
Increases the wearerâ€™s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Iron ====&lt;br /&gt;
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.&lt;br /&gt;
&lt;br /&gt;
====  Enhanced Amulet of Jade ==== &lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Jet ====&lt;br /&gt;
This polished jet amulet, when it is worn openly around the neck increases the wearer&#039;s Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. &lt;br /&gt;
&lt;br /&gt;
==== Amulet of Luck ==== &lt;br /&gt;
Made from tigerâ€™s or alligatorâ€™s teeth. It increases the wearerâ€™s Magical Resistance by 3 and adds 2 to the wearerâ€™s defense&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Black Amber x 2 ==== &lt;br /&gt;
This amulet when it is worn openly in the left ear increases the wearer&#039;s Initiative Value by 7.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Swedish Axemen ===&lt;br /&gt;
==== Addo ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benno ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Book of Shadows ===&lt;br /&gt;
This book has been written on the skin of a cat&#039;s shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader&#039;s Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell, unless such a spell is Silent.&lt;br /&gt;
&lt;br /&gt;
==== Cormanthanet ====&lt;br /&gt;
This demon&#039;s name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty four to increase the protection of  the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Morgol ====&lt;br /&gt;
This demon&#039;s name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing &amp;amp;frac13; ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller&#039;s hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Juldranaq ====&lt;br /&gt;
This demon&#039;s name takes 15 days to learn. If a black pearl the size of a baby&#039;s thumb is hung from a golden earring weighing &amp;amp;frac14; ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer then fifty feet away, without covering the intervening space. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat&#039;s heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Personal Ricochet ===&lt;br /&gt;
Experience Multiple: 150&amp;lt;br&amp;gt;&lt;br /&gt;
Base Chance: (base EN + AG + PC)  + 12 x Rank&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer&#039;s course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;br /&gt;
==== Telekinesis - Remote Sense of Touch ====&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. This is a targeting sense.&amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause feedback, damaging the Adept by 1 D10 and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 2, however, Quizzing Glass acts as required material component.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1, requires material component: Quizzing Glass, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinesis - Triple Strength ====&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 1, however, Force Gauntlet acts as required material component.&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires material component: Force Gauntlet, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87932</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87932"/>
		<updated>2020-11-19T07:54:39Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Ticker Sticker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
==== Love Philtre Rk 12 x 4 ====&lt;br /&gt;
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.&lt;br /&gt;
&lt;br /&gt;
==== Fertility Potion Rank 18 x 3 ====&lt;br /&gt;
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks. &lt;br /&gt;
&lt;br /&gt;
==== Toadsweat Potion Rank 13 x 4 ====&lt;br /&gt;
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Ales &amp;amp; Beers ===&lt;br /&gt;
==== Pint of Red Beer x 4 ====&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Pint of Pale Ale x 2 ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 16 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Spear||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+5 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 35 and their Magic Resistance is 40%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{{ItemTag Jim|16 &amp;amp;#188; s of Time|Summer 812|Pln=Perfidious Albion|Aur=Formerly living|Nat=Calling|Val=500sp each|Crs=No}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 5 Inch Scale x 3 ====&lt;br /&gt;
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.&lt;br /&gt;
&lt;br /&gt;
==== Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Vermin ===&lt;br /&gt;
This tattered cloak appears to be made from patches of black, grey and brown leather. It weighs 3lbs 3oz, and provides a bonus of 7 to Stealth. It is, in fact, cursed so that if the wearer is under attack, they will have to make Concentration checks or be afflicted by mites, ticks, fleas or other vermin, which will defeat their attempt to execute a Cast or Fire Action. However, the cloak is a legal target for a Control Animal spell, and while the spell is in effect, they may ignore the first Rank points of physical Damage per Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Flying Kettle Drum ===&lt;br /&gt;
This small drum is made from the skin of a lion stretched tightly across a wooden frame, which is 15 inches across, 5 inches high and weighs 5lbs 5oz. It is a legal target for the Instilling Flight, whereupon it will increase in size by a factor of 12, and provide sufficient space to bear 2 sizes of entity per Rank of the spell. When so enlarged, the drum intercepts 20 points of damage from below (+5 for every 3 Ranks). While the spell is cast upon it, the vehicle moves at the Adept&#039;s TMR, so long as at least 1 TMR is used per Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this damage capacity is exceeded, the drum collapses back to its instrument form and may not be used again until after noon on a Wednesday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Crown of Mentacles ====&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Adept is targeting a volume, object or themselves, they may increase the Cast Chance of magic of the College of Sorceries of the Mind by 1 for every point of WP greater than 15.&lt;br /&gt;
&lt;br /&gt;
==== Force Gauntlet of the Right Hand ====&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Earth Hammer, Ice Bolt or Ice Projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Amulets ===&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Amethyst ====&lt;br /&gt;
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearerâ€™s Fatigue recovery during sleep periods by 10% (round down).&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Beryl ====&lt;br /&gt;
Increases the wearerâ€™s ability to detect traps and ambushes by 5.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Betony ====&lt;br /&gt;
Decreases the Base Chance of infection by 15.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Bloodstone ====&lt;br /&gt;
Prevents miscarriage and decreases Base Chance of infection by 20&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Carbuncle ====&lt;br /&gt;
Decreases damage done by poison by 2 points of damage per pulse or day.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Chalcedony ====&lt;br /&gt;
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Diamonds ====&lt;br /&gt;
Increases all of the wearerâ€™s Strike Chances by 2&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Elder Flowers ====&lt;br /&gt;
Makes the wearer proof against the Evil Eye&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Hypericum ==== &lt;br /&gt;
Increases the wearerâ€™s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Iron ====&lt;br /&gt;
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.&lt;br /&gt;
&lt;br /&gt;
====  Enhanced Amulet of Jade ==== &lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Jet ====&lt;br /&gt;
This polished jet amulet, when it is worn openly around the neck increases the wearer&#039;s Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. &lt;br /&gt;
&lt;br /&gt;
==== Amulet of Luck ==== &lt;br /&gt;
Made from tigerâ€™s or alligatorâ€™s teeth. It increases the wearerâ€™s Magical Resistance by 3 and adds 2 to the wearerâ€™s defense&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Black Amber x 2 ==== &lt;br /&gt;
This amulet when it is worn openly in the left ear increases the wearer&#039;s Initiative Value by 7.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Swedish Axemen ===&lt;br /&gt;
==== Addo ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benno ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Book of Shadows ===&lt;br /&gt;
This book has been written on the skin of a cat&#039;s shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader&#039;s Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell, unless such a spell is Silent.&lt;br /&gt;
&lt;br /&gt;
==== Cormanthanet ====&lt;br /&gt;
This demon&#039;s name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty four to increase the protection of  the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Morgol ====&lt;br /&gt;
This demon&#039;s name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing &amp;amp;frac13; ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller&#039;s hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Juldranaq ====&lt;br /&gt;
This demon&#039;s name takes 15 days to learn. If a black pearl the size of a baby&#039;s thumb is hung from a golden earring weighing &amp;amp;frac14; ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer then fifty feet away, without covering the intervening space. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat&#039;s heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Personal Ricochet ===&lt;br /&gt;
Experience Multiple: 150&amp;lt;br&amp;gt;&lt;br /&gt;
Base Chance: (base EN + AG + PC)  + 12 x Rank&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer&#039;s course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;br /&gt;
==== Telekinesis - Remote Sense of Touch ====&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. This is a targeting sense.&amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause feedback, damaging the Adept by 1 D10 and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 2, however, Quizzing Glass acts as required material component.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1, requires material component: Quizzing Glass, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinesis - Triple Strength ====&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 1, however, Force Gauntlet acts as required material component.&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires material component: Force Gauntlet, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87931</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87931"/>
		<updated>2020-11-19T07:52:51Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
==== Love Philtre Rk 12 x 4 ====&lt;br /&gt;
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.&lt;br /&gt;
&lt;br /&gt;
==== Fertility Potion Rank 18 x 3 ====&lt;br /&gt;
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks. &lt;br /&gt;
&lt;br /&gt;
==== Toadsweat Potion Rank 13 x 4 ====&lt;br /&gt;
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Ales &amp;amp; Beers ===&lt;br /&gt;
==== Pint of Red Beer x 4 ====&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Pint of Pale Ale x 2 ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 16 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
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!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
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!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Spear||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+5 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 35 and their Magic Resistance is 40%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{{ItemTag Jim|16 &amp;amp;#188; s of Time|Summer 812|Pln=Perfidious Albion|Aur=Formerly living|Nat=Calling|Val=500sp each|Crs=No}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 5 Inch Scale x 3 ====&lt;br /&gt;
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.&lt;br /&gt;
&lt;br /&gt;
==== Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Vermin ===&lt;br /&gt;
This tattered cloak appears to be made from patches of black, grey and brown leather. It weighs 3lbs 3oz, and provides a bonus of 7 to Stealth. It is, in fact, cursed so that if the wearer is under attack, they will have to make Concentration checks or be afflicted by mites, ticks, fleas or other vermin, which will defeat their attempt to execute a Cast or Fire Action. However, the cloak is a legal target for a Control Animal spell, and while the spell is in effect, they may ignore the first Rank points of physical Damage per Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Flying Kettle Drum ===&lt;br /&gt;
This small drum is made from the skin of a lion stretched tightly across a wooden frame, which is 15 inches across, 5 inches high and weighs 5lbs 5oz. It is a legal target for the Instilling Flight, whereupon it will increase in size by a factor of 12, and provide sufficient space to bear 2 sizes of entity per Rank of the spell. When so enlarged, the drum intercepts 20 points of damage from below (+5 for every 3 Ranks). While the spell is cast upon it, the vehicle moves at the Adept&#039;s TMR, so long as at least 1 TMR is used per Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this damage capacity is exceeded, the drum collapses back to its instrument form and may not be used again until after noon on a Wednesday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Crown of Mentacles ====&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Adept is targeting a volume, object or themselves, they may increase the Cast Chance of magic of the College of Sorceries of the Mind by 1 for every point of WP greater than 15.&lt;br /&gt;
&lt;br /&gt;
==== Force Gauntlet of the Right Hand ====&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Earth Hammer, Ice Bolt or Ice Projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Amulets ===&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Amethyst ====&lt;br /&gt;
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearerâ€™s Fatigue recovery during sleep periods by 10% (round down).&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Beryl ====&lt;br /&gt;
Increases the wearerâ€™s ability to detect traps and ambushes by 5.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Betony ====&lt;br /&gt;
Decreases the Base Chance of infection by 15.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Bloodstone ====&lt;br /&gt;
Prevents miscarriage and decreases Base Chance of infection by 20&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Carbuncle ====&lt;br /&gt;
Decreases damage done by poison by 2 points of damage per pulse or day.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Chalcedony ====&lt;br /&gt;
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Diamonds ====&lt;br /&gt;
Increases all of the wearerâ€™s Strike Chances by 2&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Elder Flowers ====&lt;br /&gt;
Makes the wearer proof against the Evil Eye&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Hypericum ==== &lt;br /&gt;
Increases the wearerâ€™s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Iron ====&lt;br /&gt;
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.&lt;br /&gt;
&lt;br /&gt;
====  Enhanced Amulet of Jade ==== &lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Jet ====&lt;br /&gt;
This polished jet amulet, when it is worn openly around the neck increases the wearer&#039;s Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. &lt;br /&gt;
&lt;br /&gt;
==== Amulet of Luck ==== &lt;br /&gt;
Made from tigerâ€™s or alligatorâ€™s teeth. It increases the wearerâ€™s Magical Resistance by 3 and adds 2 to the wearerâ€™s defense&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Black Amber x 2 ==== &lt;br /&gt;
This amulet when it is worn openly in the left ear increases the wearer&#039;s Initiative Value by 7.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Swedish Axemen ===&lt;br /&gt;
==== Addo ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
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!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benno ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Book of Shadows ===&lt;br /&gt;
This book has been written on the skin of a cat&#039;s shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader&#039;s Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell, unless such a spell is Silent.&lt;br /&gt;
&lt;br /&gt;
==== Cormanthanet ====&lt;br /&gt;
This demon&#039;s name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty four to increase the protection of  the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Morgol ====&lt;br /&gt;
This demon&#039;s name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing &amp;amp;frac13; ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller&#039;s hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Juldranaq ====&lt;br /&gt;
This demon&#039;s name takes 15 days to learn. If a black pearl the size of a baby&#039;s thumb is hung from a golden earring weighing &amp;amp;frac14; ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer then fifty feet away, without covering the intervening space. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat&#039;s heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Personal Ricochet ===&lt;br /&gt;
Experience Multiple: 150&amp;lt;br&amp;gt;&lt;br /&gt;
Base Chance: (base EN + AG + PC)  + 12 x Rank&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer&#039;s course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;br /&gt;
==== Telekinesis - Remote Sense of Touch ====&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. This is a targeting sense.&amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause feedback, damaging the Adept by 1 D10 and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 2, however, Quizzing Glass acts as required material component.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1, requires material component: Quizzing Glass, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinesis - Triple Strength ====&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 1, however, Force Gauntlet acts as required material component.&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires material component: Force Gauntlet, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87930</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87930"/>
		<updated>2020-11-19T07:51:34Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87929</id>
		<title>Brave new world - loot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world_-_loot&amp;diff=87929"/>
		<updated>2020-11-19T07:50:31Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Percy]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
==== Love Philtre Rk 12 x 4 ====&lt;br /&gt;
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.&lt;br /&gt;
&lt;br /&gt;
==== Fertility Potion Rank 18 x 3 ====&lt;br /&gt;
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks. &lt;br /&gt;
&lt;br /&gt;
==== Toadsweat Potion Rank 13 x 4 ====&lt;br /&gt;
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Potion of Demon&#039;s Blood ====&lt;br /&gt;
This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.&amp;lt;br&amp;gt;&lt;br /&gt;
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.&lt;br /&gt;
&lt;br /&gt;
=== Ales &amp;amp; Beers ===&lt;br /&gt;
==== Pint of Red Beer x 4 ====&lt;br /&gt;
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Pint of Pale Ale x 2 ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
=== Black Dragon&#039;s Teeth x 16 ===&lt;br /&gt;
[[Image:Sowing_the_Teeth.jpg|right|120px]]&lt;br /&gt;
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:&lt;br /&gt;
&lt;br /&gt;
{{BeastStats|20 | 18| 15 |10  | 24 | 23 | 20 | 18 | 12 | 6 | 5}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width =&amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|IV&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Spear||align=&amp;quot;center&amp;quot;|38||align=&amp;quot;center|96%||align=&amp;quot;center&amp;quot;|+5 ||align=&amp;quot;center|A class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield||align=&amp;quot;center&amp;quot;|37||align=&amp;quot;center|68%||align=&amp;quot;center&amp;quot;|+2 ||align=&amp;quot;center|C class||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
Their Defence is 35 and their Magic Resistance is 40%. &amp;lt;br&amp;gt;&lt;br /&gt;
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes a Pass action to sow the dragon&#039;s teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time. &lt;br /&gt;
{{ItemTag Jim|16 &amp;amp;#188; s of Time|Summer 812|Pln=Perfidious Albion|Aur=Formerly living|Nat=Calling|Val=500sp each|Crs=No}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Flanged Mace ===&lt;br /&gt;
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection). &amp;lt;br&amp;gt;&lt;br /&gt;
It acts as a Spell Lock for the [[Brave_new_world_-_loot#Increased_Gravity_-_Short_Weight|Short Weight]] Incantation.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Glaive ===&lt;br /&gt;
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is  61% and inflicts 2 rollup D10 + 4 B Class damage. &amp;lt;br&amp;gt;&lt;br /&gt;
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered. &amp;lt;br&amp;gt;&lt;br /&gt;
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.&lt;br /&gt;
&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Wooden Lamellar Armour ===&lt;br /&gt;
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Plate Armour ===&lt;br /&gt;
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.&amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Mild Steel Chainmail ===&lt;br /&gt;
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10. &amp;lt;br&amp;gt;&lt;br /&gt;
This armour may be improved by an Armourer of sufficient Rank.&lt;br /&gt;
&lt;br /&gt;
=== Ogre Skin x 16 sizes ===&lt;br /&gt;
sell for 50gs each&amp;lt;BR&amp;gt;&lt;br /&gt;
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective. &amp;lt;br&amp;gt;&lt;br /&gt;
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Chain Mail of Buoyancy ===&lt;br /&gt;
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer&#039;s MA bonus. &lt;br /&gt;
&lt;br /&gt;
=== Witch Robes x 2 ===&lt;br /&gt;
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer&#039;s PB by 3 to a maximum of 19, but only with respect to male humanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5 Inch Scale x 3 ====&lt;br /&gt;
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.&amp;lt;br&amp;gt;&lt;br /&gt;
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.&lt;br /&gt;
&lt;br /&gt;
==== 2 Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Vermin ===&lt;br /&gt;
This tattered cloak appears to be made from patches of black, grey and brown leather. It weighs 3lbs 3oz, and provides a bonus of 7 to Stealth. It is, in fact, cursed so that if the wearer is under attack, they will have to make Concentration checks or be afflicted by mites, ticks, fleas or other vermin, which will defeat their attempt to execute a Cast or Fire Action. However, the cloak is a legal target for a Control Animal spell, and while the spell is in effect, they may ignore the first Rank points of physical Damage per Pulse.&lt;br /&gt;
&lt;br /&gt;
=== Flying Kettle Drum ===&lt;br /&gt;
This small drum is made from the skin of a lion stretched tightly across a wooden frame, which is 15 inches across, 5 inches high and weighs 5lbs 5oz. It is a legal target for the Instilling Flight, whereupon it will increase in size by a factor of 12, and provide sufficient space to bear 2 sizes of entity per Rank of the spell. When so enlarged, the drum intercepts 20 points of damage from below (+5 for every 3 Ranks). While the spell is cast upon it, the vehicle moves at the Adept&#039;s TMR, so long as at least 1 TMR is used per Pulse. &amp;lt;br&amp;gt;&lt;br /&gt;
Once this damage capacity is exceeded, the drum collapses back to its instrument form and may not be used again until after noon on a Wednesday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Crown of Mentacles ====&lt;br /&gt;
[[Image:Crown_of_mentacles.jpg|right|120px]]&lt;br /&gt;
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:&lt;br /&gt;
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).&lt;br /&gt;
*Telekinesis costs 1 less FT to cast.&lt;br /&gt;
*5 is subtracted from the die roll when casting Disruption.&lt;br /&gt;
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.&lt;br /&gt;
*Force Shield gains an extra point of Defence for every two Ranks.&lt;br /&gt;
;&#039;&#039;&#039;Mentacles&#039;&#039;&#039;&lt;br /&gt;
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept&#039;s Rank in Telekinesis. &lt;br /&gt;
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored. &lt;br /&gt;
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.&lt;br /&gt;
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.&lt;br /&gt;
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept&#039;s WP. If a second mentacle is used then half the Adept&#039;s WP is added to the PS, and so on.&lt;br /&gt;
;Example&lt;br /&gt;
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).&amp;lt;br&amp;gt;&lt;br /&gt;
When the Adept is targeting a volume, object or themselves, they may increase the Cast Chance of magic of the College of Sorceries of the Mind by 1 for every point of WP greater than 15.&lt;br /&gt;
&lt;br /&gt;
==== Force Gauntlet of the Right Hand ====&lt;br /&gt;
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer&#039;s hand. It weighs 6 oz.&amp;lt;br&amp;gt;&lt;br /&gt;
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.&amp;lt;br&amp;gt;&lt;br /&gt;
While active, the gauntlet raises the wearer&#039;s PS to the value of  their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.&amp;lt;br&amp;gt;&lt;br /&gt;
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries.  It can, however, be applied to damage from spells like Diamond Javelins, Earth Hammer, Ice Bolt or Ice Projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Sea Silk Coat ===&lt;br /&gt;
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved.&lt;br /&gt;
It may be worn over armour no heavier than leather.&lt;br /&gt;
&lt;br /&gt;
=== Amulets ===&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Amethyst ====&lt;br /&gt;
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearerâ€™s Fatigue recovery during sleep periods by 10% (round down).&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Beryl ====&lt;br /&gt;
Increases the wearerâ€™s ability to detect traps and ambushes by 5.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Betony ====&lt;br /&gt;
Decreases the Base Chance of infection by 15.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Bloodstone ====&lt;br /&gt;
Prevents miscarriage and decreases Base Chance of infection by 20&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Carbuncle ====&lt;br /&gt;
Decreases damage done by poison by 2 points of damage per pulse or day.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Chalcedony ====&lt;br /&gt;
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Diamonds ====&lt;br /&gt;
Increases all of the wearerâ€™s Strike Chances by 2&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Elder Flowers ====&lt;br /&gt;
Makes the wearer proof against the Evil Eye&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Hypericum ==== &lt;br /&gt;
Increases the wearerâ€™s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Iron ====&lt;br /&gt;
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.&lt;br /&gt;
&lt;br /&gt;
====  Enhanced Amulet of Jade ==== &lt;br /&gt;
This green jade amulet, when it is worn openly around the neck, increases the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Amulet of Jet ====&lt;br /&gt;
This polished jet amulet, when it is worn openly around the neck increases the wearer&#039;s Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. &lt;br /&gt;
&lt;br /&gt;
==== Amulet of Luck ==== &lt;br /&gt;
Made from tigerâ€™s or alligatorâ€™s teeth. It increases the wearerâ€™s Magical Resistance by 3 and adds 2 to the wearerâ€™s defense&lt;br /&gt;
&lt;br /&gt;
==== Amulet of Black Amber x 2 ==== &lt;br /&gt;
This amulet when it is worn openly in the left ear increases the wearer&#039;s Initiative Value by 7.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Swedish Axemen ===&lt;br /&gt;
==== Addo ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Benno ====&lt;br /&gt;
{{BeastStats|19 | 19| 15 |7  | 24 | 23 | 16 | 12 | 12 | 5 | Chain absorbs 6 DP}}&lt;br /&gt;
&lt;br /&gt;
{|border = 0 cellspacing = 1&lt;br /&gt;
!width =&amp;quot;130px&amp;quot; align=&amp;quot;left&amp;quot;|Attack&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|SC&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|DM&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center&amp;quot;|Rg&lt;br /&gt;
!width = &amp;quot;75px&amp;quot; align=&amp;quot;left&amp;quot;|Class&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Use&lt;br /&gt;
!width = &amp;quot;25px&amp;quot; align=&amp;quot;center|Rk&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Battle Axe&lt;br /&gt;
|align=&amp;quot;center|108%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|6 &lt;br /&gt;
|align=&amp;quot;center|B class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|RM&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Crossbow&lt;br /&gt;
|align=&amp;quot;center|79%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80 &lt;br /&gt;
|align=&amp;quot;center|A class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |Large Round Shield&lt;br /&gt;
|align=&amp;quot;center|68%&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|+2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|align=&amp;quot;center|C class&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|}&lt;br /&gt;
His Defence is 47 and his Magic Resistance is 36%. &amp;lt;br&amp;gt;&lt;br /&gt;
He will fight loyally, always succeeding when forced to make a morale check.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
=== Book of Shadows ===&lt;br /&gt;
This book has been written on the skin of a cat&#039;s shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader&#039;s Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell, unless such a spell is Silent.&lt;br /&gt;
&lt;br /&gt;
==== Cormanthanet ====&lt;br /&gt;
This demon&#039;s name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty four to increase the protection of  the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.&amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Morgol ====&lt;br /&gt;
This demon&#039;s name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing &amp;amp;frac13; ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller&#039;s hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
==== Juldranaq ====&lt;br /&gt;
This demon&#039;s name takes 15 days to learn. If a black pearl the size of a baby&#039;s thumb is hung from a golden earring weighing &amp;amp;frac14; ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer then fifty feet away, without covering the intervening space. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat&#039;s heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
When the demon is Called, the summoner increases their Abyss mark by 1.&lt;br /&gt;
&lt;br /&gt;
=== The College of Thaumaturgy and Animating Devices (Ver 1.2) ===&lt;br /&gt;
Members of the College of Thaumaturgy and Animating Devices&lt;br /&gt;
specialise in magic that animates, shapes, creates or destroys &lt;br /&gt;
non-living matter; they are commonly&lt;br /&gt;
known as Tinkers. Tinkers tend to be less concerned&lt;br /&gt;
with the theory and philosophy of magic than members&lt;br /&gt;
of the other Thaumaturgical Colleges, and are&lt;br /&gt;
usually more inclined to fiddle around with something&lt;br /&gt;
until it works. They are often accused of lacking&lt;br /&gt;
empathy, because of the amount of time they spend&lt;br /&gt;
associating with inanimate objects. However, many&lt;br /&gt;
Tinkers cultivate an impish sense of humour, which&lt;br /&gt;
their College gives ample opportunity to develop.&lt;br /&gt;
The College is not well known. Much of the Tinkerâ€™s&lt;br /&gt;
knowledge was lost many years in the past. They are found&lt;br /&gt;
almost exclusively in highly developed and civilised&lt;br /&gt;
areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Most Colleges are scornful of Tinkers, due to their&lt;br /&gt;
reputations as tricksters and their lack of direct combat&lt;br /&gt;
magics. They are also mocked for their strong&lt;br /&gt;
association with the artisan trades, such as Carpentry,&lt;br /&gt;
Jewel-Crafting and Smithing. Many Tinkers possess at&lt;br /&gt;
least one such skill, Mechanician, or Philosopher specialising&lt;br /&gt;
in engineering, mechanics and the like, as all of these abilities complement the Collegeâ€™s style of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traditional Colours&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tinkers do not have traditional colours, but tend to&lt;br /&gt;
wear practical work clothes, usually with a leather&lt;br /&gt;
apron anchored in place, and bedecked with tools.&lt;br /&gt;
&lt;br /&gt;
Traditional Symbols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Collegeâ€™s traditional symbol is that of many cogwheels,&lt;br /&gt;
each turning others, in an endless chain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.1 Restrictions&amp;lt;br&amp;gt;&lt;br /&gt;
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.2 Base Chance Modifiers&lt;br /&gt;
The following modifiers are cumulative with all other&lt;br /&gt;
modifiers (including those specified in Â§7.4).&lt;br /&gt;
Rituals:&amp;lt;br&amp;gt;&lt;br /&gt;
Per 10% extra spent on Ritual materials +1&amp;lt;br&amp;gt;&lt;br /&gt;
Spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Per hour of Ritual Spell Preparation +3&amp;lt;br&amp;gt;&lt;br /&gt;
Per Rank in Mechanician +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.3 Talents&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Enchantment (T-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039;1. 30 feet (+ 5 / Rank) 2. Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 1. PC + 3% / Rank 2. PC + 5% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This talent determines whether an item, person,&lt;br /&gt;
or area in line-of-sight and within range is currently&lt;br /&gt;
under an enchantment or magical effect. The&lt;br /&gt;
Adept can tell whether the enchantment is a current&lt;br /&gt;
spell or ritual, a warded, invested, or permanent effect,&lt;br /&gt;
is contained in a trap or is a curse. A double&lt;br /&gt;
effect will reveal the general nature of the spell (eg;&lt;br /&gt;
defensive, summoning, damaging) and the effective&lt;br /&gt;
Rank or remaining duration of the enchantment. In&lt;br /&gt;
addition, a triple effect will tell the Adept the exact&lt;br /&gt;
name of the magic (eg; Wall of Bones, Hellfire), or&lt;br /&gt;
the College of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the initial, most recent, magical effect has been&lt;br /&gt;
successfully detected, older enchantments on a target&lt;br /&gt;
with multiple layers of magic may also be detected.&lt;br /&gt;
This may be continued while the Adept continues to&lt;br /&gt;
succeed in detecting Enchantments. However, only&lt;br /&gt;
one attempt per quarter may be made to detect any&lt;br /&gt;
given enchantment. If a new enchantment occurs,&lt;br /&gt;
the Adept may attempt to detect it, though this in no&lt;br /&gt;
way affects the status of the old layer. If an old, unsuccessfully&lt;br /&gt;
detected enchantment expires, the Adept&lt;br /&gt;
may attempt to detect any newly revealed magic beneath&lt;br /&gt;
it.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Adept is in contact with the target then the base&lt;br /&gt;
chance of this talent is higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.4 General Knowledge Spells&amp;lt;br&amp;gt;&lt;br /&gt;
Adhesion (G-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 5 minutes + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 35%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The surface of a non-living solid, up to 1&lt;br /&gt;
cubic foot (+ 2 / Rank), is magically enchanted to adhere&lt;br /&gt;
to any objects coming into contact with it. Once&lt;br /&gt;
stuck, an object is released when the spellâ€™s duration&lt;br /&gt;
expires, or the applied PS + D10 exceeds the spellâ€™s&lt;br /&gt;
PS of 10 (+ 2 / Rank), which tears the object free (the&lt;br /&gt;
durability of some objects may be less than the force&lt;br /&gt;
required to tear them free from the spell). Several&lt;br /&gt;
individuals may combine their PS to free an object.&lt;br /&gt;
Being broken free of the area of the Adhesion, or resisting&lt;br /&gt;
a particular contact, in no way protects the object&lt;br /&gt;
from becoming stuck if brought into contact with&lt;br /&gt;
the affected area again; nor is the spell in any way&lt;br /&gt;
broken by having an object torn away; the area remains&lt;br /&gt;
as adhesive as before. Except for the crowding&lt;br /&gt;
of the area, there is no limit to the number of objects&lt;br /&gt;
that may be stuck with this spell. The chance of a&lt;br /&gt;
person coming into contact with an adhesive portion&lt;br /&gt;
of a hex is 10% / Rank applied to that hex.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animating Objects (G-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 20%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell may be used to animate any one&lt;br /&gt;
object, of up to 10 pounds (+ 10 / Rank) in weight.&lt;br /&gt;
By taking a pass action the Adept may control the&lt;br /&gt;
actions of 1 (+ 1 / Rank) previously controlled animates&lt;br /&gt;
within range. Once set in motion, the animates&lt;br /&gt;
will attempt to carry out the action until ordered otherwise.&lt;br /&gt;
The animates will move about in a manner&lt;br /&gt;
applicable to their shape. Their TMR will not exceed&lt;br /&gt;
4.&amp;lt;br&amp;gt;&lt;br /&gt;
Animates have a nominal PS value of 5 (+ 1 / Rank)&lt;br /&gt;
though this will have limited effect on objects made&lt;br /&gt;
of flimsy materials. Their strike chance will be no&lt;br /&gt;
more than 20% (+2% / Rank), with a maximum of&lt;br /&gt;
D+2 damage. The animate will cease to function if&lt;br /&gt;
the object is destroyed, or a Tinker General Knowledge&lt;br /&gt;
Counterspell is cast on it. An animate is an object,&lt;br /&gt;
but may also be targeted as an Entity. If an animate&lt;br /&gt;
is created through the use of a Ward or Magical&lt;br /&gt;
Trap, it will receive one command determined when&lt;br /&gt;
first cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bound Speech (G-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 1 foot + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 day + 1 day / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Area of Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to record a verbal&lt;br /&gt;
message in an object, and defines the conditions&lt;br /&gt;
under which the message will be replayed. This spell&lt;br /&gt;
operates in most respects similarly to the Ward ritual,&lt;br /&gt;
except that the range is the range of this spell or&lt;br /&gt;
touch, and a message is stored instead of a spell. The&lt;br /&gt;
message is replayed exactly as the Adept recorded it,&lt;br /&gt;
and may contain any verbalisations that the Adept is&lt;br /&gt;
capable of. The message may not exceed 5 words (+&lt;br /&gt;
3 words / Rank). Unlike the Ward ritual, the message&lt;br /&gt;
may be triggered one additional time per two&lt;br /&gt;
full Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Durability (G-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 25%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; One object weighing up to 2 pounds (+ 2 /&lt;br /&gt;
Rank) may be made more resilient and less susceptible&lt;br /&gt;
to damage. The item becomes almost as strong as&lt;br /&gt;
steel of the same thickness, without losing any flexibility.&lt;br /&gt;
The item cannot be broken unless exposed&lt;br /&gt;
to stresses beyond that which steel could withstand,&lt;br /&gt;
given the objectâ€™s size and shape. The strength is improved&lt;br /&gt;
with rank to a maximum of slightly stronger&lt;br /&gt;
than steel.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell does not protect against soiling, corrosion&lt;br /&gt;
or fire or any forms of damage other than physical&lt;br /&gt;
stress.&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon treated with this spell allows the wielder&lt;br /&gt;
to add 2% per Rank of the spell to any roll to save&lt;br /&gt;
the weapon from breaking. Armour protected by this&lt;br /&gt;
spell will have 2 extra Protection ( + 1 / 10 full ranks)&lt;br /&gt;
to a maximum of the equivalent Steel armour. At&lt;br /&gt;
Rank 20, 1 may be added to this maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the added Protection replaces (rather than&lt;br /&gt;
adds to) any other Protection bonuses due to a materialâ€™s&lt;br /&gt;
strength (eg Armourer bonuses). If the item &lt;br /&gt;
is broken, or armour suffers damage from a Specific&lt;br /&gt;
Grievous, the magic is dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mending (G-5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Parts of an Object, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Any single object weighing up to 10 pounds&lt;br /&gt;
(+ 10 / Rank) becomes exactly as it was before it&lt;br /&gt;
was broken or deformed. Any pieces missing when&lt;br /&gt;
the spell is cast will remain missing when the object&lt;br /&gt;
is mended. Mending used to fix objects with an effective&lt;br /&gt;
Artisan Rank greater than that the Adept possesses&lt;br /&gt;
will degrade the objectâ€™s effective rank. Magical&lt;br /&gt;
items made mundane through breaking will remain&lt;br /&gt;
mundane even after the use of a Mending. The&lt;br /&gt;
Spell of Mending may be used on a living creature&lt;br /&gt;
that has been transformed into stone, and subsequently&lt;br /&gt;
broken. This requires that the Adept be&lt;br /&gt;
a Sculptor of at least Rank 8. A Spell of Mending&lt;br /&gt;
may be used to repair one of their animates. It may repair either&lt;br /&gt;
a Specific Grievous injury, or all general Endurance damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modify Aura (G-6)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 1 hour + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell allows the Adept to able to modify&lt;br /&gt;
the aura strength of any one object or entity. The&lt;br /&gt;
target object may be up to 20 cubic feet (+ 20 /&lt;br /&gt;
Rank).The strength of the aura increases or decreases&lt;br /&gt;
by up to 1 + (1 / 4 Ranks) on the table below. This&lt;br /&gt;
spell does not alter the targetâ€™s aura in any other way.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
0 No Aura&amp;lt;br&amp;gt;&lt;br /&gt;
1 Magic (magical wall, illusion)&amp;lt;br&amp;gt;&lt;br /&gt;
2 Formerly Living Composite (chair, stew)&amp;lt;br&amp;gt;&lt;br /&gt;
3 Formerly Living (dead orc, log)&amp;lt;br&amp;gt;&lt;br /&gt;
4 Non-Sentient Animates (stone golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Non-sentient Undead (skeleton)&amp;lt;br&amp;gt;&lt;br /&gt;
5 Living Plants (rose, oak)&amp;lt;br&amp;gt;&lt;br /&gt;
6 Living Animals (dog, cat)&amp;lt;br&amp;gt;&lt;br /&gt;
8 Sentient Animates (flesh golem)&amp;lt;br&amp;gt;&lt;br /&gt;
and Sentient Undead (vampire)&amp;lt;br&amp;gt;&lt;br /&gt;
9 Living Sentient (human, sphinx)&amp;lt;br&amp;gt;&lt;br /&gt;
10 Long Living Sentient (dragon, titan, elf)&amp;lt;br&amp;gt;&lt;br /&gt;
15 Avatar (material form of a Demon, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Creation (G-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 15 minutes + 15 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 250&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may create a simple, common&lt;br /&gt;
object from a larger source of its constituent substances&lt;br /&gt;
by reaching into the source and withdrawing&lt;br /&gt;
the object. For example, the Adept may reach into&lt;br /&gt;
a tree and produce a staff. One (+ 1 / 5 full Ranks)&lt;br /&gt;
different substances may be combined into a single&lt;br /&gt;
finished object with this spell. The substance sources&lt;br /&gt;
are in no way damaged or reduced by the spell. The&lt;br /&gt;
created object will be a common example of its type&lt;br /&gt;
and may not exceed 1 cubic foot (+ 1 per Rank) in&lt;br /&gt;
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object&lt;br /&gt;
is physically real with all normal attributes. The object&lt;br /&gt;
may not be created enclosed by or enclosing anything.&lt;br /&gt;
Complicated or fine quality objects may not be&lt;br /&gt;
created without the appropriate artisan skill. No alchemical,&lt;br /&gt;
herbal or other quasi-magical objects may&lt;br /&gt;
be created. Created food provides no sustenance. At&lt;br /&gt;
the end of its duration the item vanishes. The object&lt;br /&gt;
is a magical construct and will have a magical aura,&lt;br /&gt;
regardless of its constituent materials.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Preservation (G-8)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 5 feet + 1 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Special&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 100&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Ward, Investment, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume, a dead / undead Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell preserves and protects one animate,&lt;br /&gt;
dead or undead entity, of up to 100 pounds (+&lt;br /&gt;
100 / Rank) or a collection of small objects of a total&lt;br /&gt;
weight not greater than 1 pound (+ 1 / Rank) against&lt;br /&gt;
the effects of time, decay, rust, erosion or wave action.&lt;br /&gt;
It does not confer any protection against magical&lt;br /&gt;
attacks. It will not suspend time with regard to&lt;br /&gt;
resurrection, poisons, curses, etc. Duration is 4 (+&lt;br /&gt;
Rank squared) days, but is permanent at Rank 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transparency (G-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 10 feet + 5 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 10 minutes + 10 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 175&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment, Ward, Magical Trap&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This spell causes a volume of non-living&lt;br /&gt;
solid material to become as transparent as high quality&lt;br /&gt;
glass, but to otherwise retain its original characteristics.&lt;br /&gt;
One (+ 1 / Rank) adjacent 1 foot cubes may&lt;br /&gt;
be affected. The Adept may cause the volume to be&lt;br /&gt;
transparent from only a single direction, by reducing&lt;br /&gt;
the BC by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bubble of Force (G-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Self&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; 20 minutes + 20 / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 15%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Sentient Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept&#039;s body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The spell never regenerates more Damage Reduction than 20 in any given Pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13.5 General Knowledge Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linking Lifeforce (Q-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40% + 4% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object, entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Material:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to bind an object&lt;br /&gt;
to the life-force of an entity. The object will reflect&lt;br /&gt;
the entityâ€™s physical condition. If the entity is&lt;br /&gt;
well, the object will be in perfect order; if the entity&lt;br /&gt;
is sick or wounded, the object will appear appropriately&lt;br /&gt;
damaged; and if the entity dies, the object will&lt;br /&gt;
seem ruined. There is no limitation on the size or&lt;br /&gt;
type of object, but it must remain the entityâ€™s possession&lt;br /&gt;
during the entire ritual. Traditionally, apples,&lt;br /&gt;
roses, statues, paintings or diamonds are used. The&lt;br /&gt;
Life-force Link may be broken by destroying the object,&lt;br /&gt;
or by the object being beyond 100 miles (+ 100&lt;br /&gt;
/ Rank) from the entity. The death of the entity will&lt;br /&gt;
not break the Link. If 10,000 (-500 / Rank) is spent on&lt;br /&gt;
ingredients, the range is unlimited and the entity and&lt;br /&gt;
object may occupy different planes without breaking&lt;br /&gt;
the Link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Petrifaction (Q-2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Active &amp;amp; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; This ritual allows the Adept to either change&lt;br /&gt;
one entity to marble-like stone, or turn one magically&lt;br /&gt;
petrified entity back to flesh. The entity must&lt;br /&gt;
be present for the entirety of the Ritual. Any possessions&lt;br /&gt;
of an entity are (un)petrified with the entity.&lt;br /&gt;
A petrified entity is not aware of their surroundings,&lt;br /&gt;
and has time stopped for the purposes of poison, resurrection,&lt;br /&gt;
curses and ageing. Petrifaction is not fatal,&lt;br /&gt;
although a dead entity may still be petrified. If an&lt;br /&gt;
entity is damaged after petrifaction, they may be repaired&lt;br /&gt;
with the Mending Spell if the Adept is a Rank&lt;br /&gt;
8 Sculptor. Any damage will be applied when the entity&lt;br /&gt;
becomes flesh. A petrified entity weighs 3 times&lt;br /&gt;
their normal weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ritual of Thaumaturgical Assembly (Q-3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Until the following dawn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 200&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 55% + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Disassembled device(s)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Materials:&#039;&#039; Blueprint(s)(not consumed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device&#039;s abilities, value and weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell&#039;s weight limit. As previously noted, the device&#039;s properties will likely differ from the spell&#039;s.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Item Divination (Q-4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; Rank feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; Immediate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 150&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 2 x MA + 3% / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1 hour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; Through this ritual, the Adept discovers&lt;br /&gt;
the exact nature of all enchantments, mechanisms,&lt;br /&gt;
curses, side-effects, etc. placed on an item. If an item&lt;br /&gt;
has been imbued with an Individual True Name, the&lt;br /&gt;
name will not be revealed, but its existence will be.&lt;br /&gt;
This ritual cannot backfire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Invocations&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;br /&gt;
&lt;br /&gt;
=== Personal Ricochet ===&lt;br /&gt;
Experience Multiple: 150&amp;lt;br&amp;gt;&lt;br /&gt;
Base Chance: (base EN + AG + PC)  + 12 x Rank&amp;lt;br&amp;gt;&lt;br /&gt;
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems. &amp;lt;br&amp;gt;&lt;br /&gt;
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer&#039;s course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
;Ladybird Automaton&lt;br /&gt;
[[Image:MechLadybug.jpg|right|80px]]&lt;br /&gt;
Materials: Coloured glass&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 4&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept&#039;s PC + Rank in Animating Objects.&lt;br /&gt;
&lt;br /&gt;
;Wasp Automata&lt;br /&gt;
[[Image:MechWasp.jpg|right|120px]]&lt;br /&gt;
Materials: Citrine or Ruby&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 100 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 2. initially, then 1 for each extra automata&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 3&amp;lt;br&amp;gt;&lt;br /&gt;
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.&amp;lt;br&amp;gt;&lt;br /&gt;
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist. &amp;lt;br&amp;gt;&lt;br /&gt;
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.&lt;br /&gt;
&lt;br /&gt;
;Butterfly Automaton&lt;br /&gt;
[[Image:MechButterfly.jpg|right|200px]]&lt;br /&gt;
Materials: Amber &amp;amp; gem chips&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 500 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 6&amp;lt;br&amp;gt;&lt;br /&gt;
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt;&lt;br /&gt;
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is &lt;br /&gt;
:stationary&lt;br /&gt;
:in a natural environment&lt;br /&gt;
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.&amp;lt;br&amp;gt;&lt;br /&gt;
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.&lt;br /&gt;
&lt;br /&gt;
;Scorpion Automaton&lt;br /&gt;
[[Image:MechScorpion.jpg|right|200px]]&lt;br /&gt;
Materials: Bronze&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10 gold schillings&amp;lt;br&amp;gt;&lt;br /&gt;
Value: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanician Rank: 5&amp;lt;br&amp;gt;&lt;br /&gt;
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.&amp;lt;br&amp;gt; When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.&amp;lt;br&amp;gt; It is hollow, and its abdomen contains a space into which a grenado may be placed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{BeastStats| 6 | 15 | 18 | None | 15 | 18 | 15 | 11 | 4 | 5 | 0* }} &#039;&#039;&#039;*&#039;&#039;&#039;Note that the natural armour is solid bronze and therefore reduces all damage by 6.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Weapons &lt;br /&gt;
:&#039;&#039;&#039;Bite&#039;&#039;&#039;: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Claw&#039;&#039;&#039;: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.&lt;br /&gt;
:&#039;&#039;&#039;Sting&#039;&#039;&#039;: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sting&amp;quot; damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature. &lt;br /&gt;
&lt;br /&gt;
=== Incantations ===&lt;br /&gt;
==== Telekinesis - Remote Sense of Touch ====&lt;br /&gt;
&#039;&#039;Spell:&#039;&#039; Telekinesis   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept may extend their sense of touch out to the range of the spell. They can &#039;&#039;&amp;quot;see&amp;quot;&#039;&#039; by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might. This is a targeting sense.&amp;lt;br&amp;gt;&lt;br /&gt;
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause feedback, damaging the Adept by 1 D10 and then cause the incantation to end.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 2, however, Quizzing Glass acts as required material component.&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constraints:&#039;&#039;&#039; Unracks the spell, reduces FT value by 1, requires material component: Quizzing Glass, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Telekinesis - Triple Strength ====&lt;br /&gt;
Spell: Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
Effects: Multiplies the amount lifted by the Adept&#039;s Telekinesis spell by three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
:Normally reduces FT value by 1, however, Force Gauntlet acts as required material component.&lt;br /&gt;
Cost: 750 Experience.&amp;lt;br&amp;gt;&lt;br /&gt;
Constraints: Unracks the spell, requires material component: Force Gauntlet, not consumed.&amp;lt;br&amp;gt;&lt;br /&gt;
This incantation is not teachable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87913</id>
		<title>Immortals - Player Rules</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87913"/>
		<updated>2020-11-19T05:22:20Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Aspect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
== Aspect ==&lt;br /&gt;
Trump&lt;br /&gt;
&lt;br /&gt;
Order - Chaos&lt;br /&gt;
&lt;br /&gt;
Astral - Abyss&lt;br /&gt;
&lt;br /&gt;
== Ranking ==&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87912</id>
		<title>Immortals - Player Rules</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Immortals_-_Player_Rules&amp;diff=87912"/>
		<updated>2020-11-19T05:21:59Z</updated>

		<summary type="html">&lt;p&gt;Jasons: Created page with &amp;quot; == Title ==  == Aspect == Trump Order - Chaos Astral - Abyss  == Ranking ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
== Aspect ==&lt;br /&gt;
Trump&lt;br /&gt;
Order - Chaos&lt;br /&gt;
Astral - Abyss&lt;br /&gt;
&lt;br /&gt;
== Ranking ==&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Brave_new_world&amp;diff=87911</id>
		<title>Brave new world</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Brave_new_world&amp;diff=87911"/>
		<updated>2020-11-19T05:20:04Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Immortals]][[Category: Jim Arona]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt; &lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;Adventure:&#039;&#039; &#039;&#039;&#039;Brave new World&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;GM:&#039;&#039; &#039;&#039;&#039;Jim&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Session:&#039;&#039; &#039;&#039;&#039;Spring 819&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Night:&#039;&#039; &#039;&#039;&#039;Thursday&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Location:&#039;&#039; &#039;&#039;&#039;Discord&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level:&#039;&#039; &#039;&#039;&#039;Tangerine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurers Inc*&#039;&#039;&#039;&lt;br /&gt;
* Muse (van Helsing &amp;lt;S&amp;gt;CEO/CFO&amp;lt;/S&amp;gt; &amp;lt;S&amp;gt;Lead lute and singer&amp;lt;/S&amp;gt;) - a young go getter, out from his fathers shadow, &lt;br /&gt;
* Logan Kai aka The Cardinal (van Halen &amp;lt;S&amp;gt;HR and Communications&amp;lt;/S&amp;gt; &amp;lt;S&amp;gt;base lute&amp;lt;/S&amp;gt;) - a man of the cloth &lt;br /&gt;
* Naimon - (van Gogh &amp;lt;S&amp;gt;Marketing and Procurement&amp;lt;/S&amp;gt; &amp;lt;S&amp;gt;Band manager&amp;lt;/S&amp;gt;) -  dabbles with Runes &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; warning: May contain nuts.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
The author assures the reader these notes are at least 70% correct.&lt;br /&gt;
&lt;br /&gt;
;In the beginning&lt;br /&gt;
&lt;br /&gt;
Cardinal, Naimon and Sabastian meeting in the Eisenkirche city, in the county of Palentine. Itâ€™s a large bustling metropolis with much to offer and part of the Holy Empire. The city contains many competent magicians and many interesting goods. Sabastian discovered they sell bronze which is at strong as steel, and after some enquiries meets with the smiths guild. One must apprentice with them for some years to learn the techniques, but there are exception if a tasks if perform the guild master â€“ and there is one looking for rubies from the chest of pagan idols, Herne the Hunter, located in the north.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Dastardly Ogres&lt;br /&gt;
&lt;br /&gt;
The Margrave of the county hired us to deal with the Ogre menace to the north, which he claims have been recruited by the &#039;Heathen menace&#039;, to protect their worshipers. We are being paid 12 gold shillings a week to do this, plus extra for each kill. After some discussion, and the purchase of red glass, accompany a trade wagon north, and pass through the dangerous wastelands. Arriving the wooded north we talking to the locals we learn of horrific Orge raids, led by a fearsome Orgress, that are raising villages far and wide to steal children. Being great heroes we set off to put an end to these raids. Many weeks later, having searched a small amount of the enormous forest, we find ourselves on the coast having found no sign of the ogres. We camp on a hill for some days and look for signs of habitation. We summoning some owls, which are clueless, but have greater luck with some foxes, once Sabastian assures them he is an authorised hunter.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The foxes have an organised network, we do notice their red colour reflects their political motivations, and report a group of two dozen ogres attacking 7 days to the north about a week ago. Half went in first and once they had overcome most resistance, the rest came in. Some days later we arrive at Winterkeel, a large cove containing three villages - one of which was burning. The survivors reported it has been raised by the ogres on skiffs. The reason we couldnâ€™t locate the ogres is they are on boats, which are anchored far from shore. We talk to the inhabitants of the remaining villages, they are enthusiastic for us to stop the Ogres but too terrified to help. We concoct a cunning plan!&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The cunning plan&lt;br /&gt;
&lt;br /&gt;
A few evenings later we are being pulled by a giant squid (Hook), under Naimons darkness, toward the ogre vessels anchored some distance offshore. There are three connected boats, one fancy looking and two skiffs. As we are closing the fancy boat disconnects and sails away at an astonishing speed (magic). We spot the heraldry of a Krenchenti (three crescent moons on a shield) a merchant family from Kendrin, the, on the departing boat. They are behind the Ogre raids!&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once we are close, we hear the â€œgruntingâ€ sounds of celebrations. We are revolted. Hook carries Sabastian the rest of the way and he stealthily deposits time delayed grenados on the two boats. There is much panic when the grenados explode and the Ogres cannot extinguish the spreading fires, two Orgres in light armour (mages) leap overboard, into the maw of Hook. The Cardinal begins peppering them with fire bolts, which adds to the chaos. The ogres abandon one boat and all pile onto the other, which is in the better condition. There are many ogres are in the water and Hook begins a feed frenzy.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The large Ogress (wiccan) takes command and start pursuing us, even burning they are faster than us and we begin worrying theyâ€™ll catch us. Spells and weapons are exchanged until the Ogres are forced to abandon the chase and head to shore before they sink. Some well-placed darts final slay the Ogress and she falls into the sea. The remaining Ogres (about 10) make it to shore and flee into the forest. We pick up the bodies of the mages and head to shore. &lt;br /&gt;
&lt;br /&gt;
;Celebration and new plans&lt;br /&gt;
&lt;br /&gt;
We head to the village and tell them of our success, they are overjoyed and much celebration takes place. Sabastian has to fend off the ladies. Naimon is able to identify some of the items we recovered.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Over the next few days, we plan. We want to find and slay the remaining Ogres as they are still dangerous creatures. Summoning some wolves we learn they have not seen any Orgres, but their pack is fleeing a fearsome creature. Divining the stars, after a few drinks, Sabastian learns it is a vampire. Talking to the locals about the terrain the Cardinal decided the stars were wrong as there was lots of flowing water the vampire would have needed to cross. Checking the tea leaves we see itâ€™s a were-badger, and well see it in the area again in about 22 days.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a few days of recovery, we set off after the Ogres. Logan uses his masterful tracking skills, and a locate spell, to find the breasts. Taking a boat across the bay, past Akon, and trek for many hours through muddy water deep into the woods to finally locate the Orgres â€“ they are asleep in a deep copse of woods. After a brief talk Sabastian offers to sneak in and turn them to mice with the wicker skin change, what could go wrong!&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;It goes wrong&lt;br /&gt;
&lt;br /&gt;
Sabastian silently creeps into the Ogre encampment and turns the first to a mouse, then pockets it. Moving to the next Ogre things go wrong, it awakes and lets out a shout. Sabastian runs. Many failed castings follow and things are looking grim for Sabastian as the rest of Ogres wake up and plan a late-night Sabastian snack. He finally makes himself unseen and manages to evade the Ogre pack and make it back to the party.&amp;lt;BR&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
The party retreat a few miles away and rest up for a few hours, letting the Ogres settle down before heading back to bother them again. Logan spots tracks and spore of an enormous creature, he estimates its at least 8ft tall and weighs many hundreds of pounds, and is definitely a gigantic were-badger. Given the enormous difficulty of finding the badger, we decide to leave the ogres alone and track down the Badger&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Were â€œBadgerâ€&lt;br /&gt;
&lt;br /&gt;
Following the tracks for some time we finally come across an enormous muscular creature, with wickedly long claws, feasting on a freshly killed ogre. Logan assures us he was right, it may look like a were-wolverine, but is a very rare species of badger that has similar markings. The sound of eye-rolling is audible as the wolverine turns and charges us. A vicious and bloody fight ensues, the wolverine has strong regeneration and quickly recovers from our blows. Naimon is able to smash its hip, which provides us with a lifeline, but it still manages to down him. Sabastian comes up with a cunning plan to throw the moused Ogre into the wolverine&#039;s mouth, which would kill the mouse turning it back into an Orgre in the wolverine&#039;s stomach. How could it go wrong!&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Things go wrong, again&lt;br /&gt;
&lt;br /&gt;
The wolverine bites the mouse and spits it out, the Ogre body lands on Sabastian pinning him under the body. Logan is left facing the wolverines blows alone! Logan peppers it with fire bolts, from which it cannot regenerate, which gives us a chance. He then manages to get past its defences and deals a deadly dagger blow - the wolverine is downed. A flail of blows overcomes its regeneration and kills the wolverine, reverting it back to a human male.&amp;lt;BR&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
;Return to Akon&lt;br /&gt;
Licking our wounds we rest for the remainder of the night, then finally trudge back to Akon. Talking to the locals we discover the village is in a desperate situation. As well as many people dying in the Ogre attack, their food stocks were heavily hit. The village wonâ€™t survive winter with the depleted food stocks, and the other two villages in the bay won&#039;t provide them with any food as they fear winter starvation themselves. The local lords of the land are some weeks away, they may help but are known to be very disorganised.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Resting up&lt;br /&gt;
We take some time healing our wounds and talk to others in the village. We talk to Beirtoht(sp?), a local lapidary who has some skills with naming and alchemy, about the situation. He is able to identify that Naimon was infected by the were-wolverine and is able to help us make some alchemical concoctions and some traps with wicker counterspells.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Stomach ache&lt;br /&gt;
&lt;br /&gt;
Having rested up we head back into the wilderness to deal with the other Ogres. We head down the coast for a number of days, its bitterly cold at night with light snow. Logan forages for food, but its slim pickings in the snow and he only locates what he calls â€œForest celeryâ€. While we eat the cold pie we brought from Winterkell, Logan feasts on his celery, halfway through his delicious meal he starts profusely sweating and passes out. After some minutes of desperate healing, Logan regains conscious, but I can tell he is delirious as he explains he is the leads lute player in the band. The next morning Logan explains the forest celery was actually hemlock, a mistake even an experienced ranger like him can make.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
;Fearsome action&lt;br /&gt;
&lt;br /&gt;
We travel for a few more days, we are forced to walk long hours to try and catch the Ogres. One evening we are awoken by Evening as she spots a winged figure in the forest, we poke out our heads from the snow-covered tarp and struggle to see anything. Naimon spots spirits of crows circling a tree, and we finally spot a winged warg in the branches that is intently watching us. We prepare for a fight, which is surprisingly short. Luck is on our side - before the first blow is laid the Warg faints from the fear and its quickly dispatched. Examining the tree we discover itâ€™s a locus of a crow spirit, and it has a military pick axe hidden in a hollow. Logan is keen to burn down the heathen tree, but it proves impossible in this weather.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
;Sore Feet&lt;br /&gt;
&lt;br /&gt;
More long days of travel continue as we follow the location. Sabastian summons some wolves, they are very cuddly but are unable to provide any useful information. As the Ogres seem to be heading north Logan finds a quicker route and we are able to get ahead of the Ogres.  We rest, exhausted after the many days of hard travel, and awaiting the arrival of the Ogres.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As the ogres camp for the night Sabastian sneaks in and drops the hemlock into their cook pots, the ogres are large so it won&#039;t have much effect â€“ but every little bit helps. Some hours later we attack. Many darknesses, fears and weapon blows later 6 ogres are dead or turned to mice, four escape.  Logan is nursing a vicious stomach wound. We decide they will not return and we head back.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Back to town&lt;br /&gt;
&lt;br /&gt;
Some days later we arrive back at Winterkell and rest up, sleeping in a bed seems luxurious after the many days of sleeping on the cold, snow-covered ground. Turning a mouse back to an Ogre we interrogate him â€“ its explained that dark skinned people in flying canoes and wielding powerful magic tasked the Ogres to kill all the humans. Their plan was to magically breed quickly and kill every human.  Dispatching the Ogre we turn our sights to the food shortage. Some wagons of food have arrived in our absence, but more food is required. We decide to head to Eisenkirche and assist their contact, Peter, with arranging further wagons. Heading to Eisenkirche shout take less than a week, but it takes almost three due to some strange magic â€“ we discover it is also making the distance to the north of Eisenkirche shorter, which would make the Ogre invasion easier.&amp;lt;BR&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Eisenkirche&lt;br /&gt;
During our trip we take precautions on the night the full moon to protect against Naimons change. We bury him neck up in the ground and watch him change, feeling secure knowing weâ€™ll be safe â€“ until he begins to dig his way out. We beat him unconscious and use a skin change to transform him from his fearsome wolverine to that of a man, which is far more manageable. &amp;lt;BR&amp;gt;&lt;br /&gt;
We arrive at Eisenkirche and locate Peter, he is preparing a second wagon train of food for Eichelhorn and would welcome our assistance guarding the wagons. We spend just over a week exploring the town, it has a large bustling population, and learning about magic, trading and getting our reward for Ogre ears. &amp;lt;BR&amp;gt;&lt;br /&gt;
Amber Network&lt;br /&gt;
We depart, leading the wagon train. The Cardinal is a skilled ranger and finds a quick route back through the hills. We locate an arch with a black amber keystone, after some further investigation we learn its part of an â€œArchâ€ network that allows quick travel to each arch. Just passing through the arch increases our speed, that and the Cardinals directions get us back to Eisenkirche in two weeks. The locals are extremely happy with the new shipment of food and celebrate as they will now survive winter.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Ogre Hunting&lt;br /&gt;
&lt;br /&gt;
Given a potential Ogre invasion we decide to head north and to see how we can disrupt it. We set off for a long trip, one evening many days later the length of the horizon becomes a vivid orange, its most unnatural. It cant be a fire, as the entire north would need to be burning. The air does seem cleaner and refreshing. &amp;lt;BR&amp;gt;&lt;br /&gt;
The following day we stumble across the signs of a fight, it looks like wolves fought a large creature and an icy breath weapon was used. The tracks lead to a large forest. Naimon stares into the spirit realm and sees spirit dragon over the forest, so we definitely need to investigate. In the forest the Cardinal has a spiritual experience and locates a spirt weapon embedded in an alter covered in stag symbols, it is powerful against dragons. The dragon above the forest roars and flees. We locate a few items hidden in the alter. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spiders&lt;br /&gt;
&lt;br /&gt;
A group of wolves, probably the ones involved in the earlier fight, approach the Cardinal and treat him with great reverence as he has the sword. They tell us to head north to another shrine. We head off and travel for some days, one evening on watch the Cardinal wakes us&amp;gt; It appears there are eight gigantic spider legs stepping over the horizon. We decide is a hallucination, or we are all due to die, so we go back to sleep. &amp;lt;BR&amp;gt; &lt;br /&gt;
After a week of travel, the terrain slowly changes from forest and grass to hilly, rocky ground. There are some unusual critters around, we see tracks of large four-legged creatures. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gothenburg.&lt;br /&gt;
&lt;br /&gt;
Some time, and much walking later, we make our way to the coast and arrive at the large bustling town of Gothenburg. Many languages are spoken here, but we only understand a few, but they have a fantastic variety of fish for sale and an amazing library. Many religions are present here and we hear the leaders want to keep the city free of exclusively one religion, the rumours are that a cabal rule the city through the puppet city leader.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Making use of the library, Naimon learns much of dragons. Sabastian collates information about the ogre and learns of an Ogre village many days north in the fjords. We sail to the town of Trondheim and meet a friendly Bishop that looks after the town. The village of ogres is a week away by boat, it has only recently appeared but has brought a history with it â€“ some think it has been around for years. We recruit five dim, but eager, axeman and are sailed many days up a fjord to the Ogre village and slip of the boat under cover of night.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flaming Ogres&lt;br /&gt;
&lt;br /&gt;
The Ogre village is small and dominated by two longhouses, it also has a port with four longboats. We sneak about the village and find the majority of Ogres are sleeping the longhouses, including three Ogresses. We plot. We start by quietly sabotaging all but one of the boats, and sneak under and on the roof of the longhouses. We use various magics to set them alight and the chaos begins. Much fighting later, we have slain 2 Ogresses and 12 Ogres â€“ the others fled to the woods. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leaving the village to burn to the ground we clumsily sail back to Trondheim in the liberated longboat, our journey takes much longer than it should due to our lack of people and inexperienced sailing abilities. Our trip is interrupted by tentacles that lunge over the side of the boat and try to sink us, but we manage to slay the beast and take its body back with us. The alchemist pays highly for its parts. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bear Island&lt;br /&gt;
&lt;br /&gt;
We travel to Trondheim and then Gothenburg. We learn some additional magic and hire some sailors, we head out to Bear Island â€“ the rumoured headquarters of the Ogres. We travel for a week at sea, a tiring and wet journey, and approach the cold and windswept island in the dark. An Ogre village is on the east of the island so we land on the west coast and walk many hours across the island. The arctic conditions exhaust us. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ogres have built an enormous single longhouse that is L shaped, it was made with bound earth and it sits on stilts, it holds about a hundred Ogres and four Orgresses. They seem to take orders from a magical portal on the wall. The other structure is a Graving dock, with four longboats. We plot and decide to return back to Trondheim to make magical earth tremor traps, and learn some magic. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A month later we sneak back on to the island, half of the Ogres and two boats are absent. We set the earth tremor traps, which all trigger at the same time, and stay back to watch the building collapses. The elite guard, with their plate armour and halberds, stagger out of the eastern door and are beset by a hellfire before the Cardinal engages them in combat. It&#039;s going our way until a strangely likable human staggers out of the wreckage and fires bolts of ice. The Cardinal and Naimon have almost slain the last elite guard when Ogres and the witches stagger out of the north door. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We engage the Ogres and the Ogresses witches, battling through a rainstorm, and the Ogres surrender once the witches are slain. The eight surviving Ogres make the wise decision to join us and we loot the bodies and wreckage of the building. With the extra Ogres and our sailors, we are able to sail the two additional boats back to Gothenburg and sell them.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Svarlbard Island&lt;br /&gt;
&lt;br /&gt;
The Cardinal had learnt that knowledge of Houses of Life might be located in a remote and difficult to locate island. We head off with our enhanced crew and locate the island surprisingly easily.  Itâ€™s cold and windswept, with polar bears and seals on the coast. We trek our way, from a convenient shore along the coast of a natural harbour and find a strangely trapezoidal shaped building, with a worn wooden frame and black glass walls. The building is huge inside, with a huge number of levels going up and down. The top-level ends in the astral and the bottom of the abyss. Whilst there are windows in the library, they would need to be broken to exit which would almost certainly result in the destruction of the entire library.  After many days of study, we learn various things; knowledge of the Crescenti family, the location of an astral event (very close) and some incantations â€“ but no knowledge of the house of life. We depart and sail to a mountain on a close island, we climb and wait for the astrological event â€“ which reveals the location of etheldum, which we mine. Itâ€™s a busy night and difficult task, but we locate 10oz.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Going legit&lt;br /&gt;
&lt;br /&gt;
We return to Gothenburg and talk about our next steps. With our boat and sailors, we spend the next six months trading and make significant money. We head to Seagate via a nexus in Eisenkirche to spend our money.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Undead Hunting&lt;br /&gt;
&lt;br /&gt;
Following our return, we discuss the vampires with the Bishop. They are quiet at the moment but will be active again in Winter. Loading up on equipment we head across the maintain range to the east and begin looking for bolt holes of the vampires. We detect three hidden underground under a burnt-out hut, their bodies are desiccated and in a torpor state. Unable to dig them out that day we head off and stay overnight in a village in a lake.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next day murders are reported at a close-by village, the vampires have arisen and slain. We located a ghoul minion in the village that we track for the day, and that evening confront it and a vampire in the basement of an alchemist hut. We slay they both and discover they have foul potions to collect the souls of those they slay. Returning to their â€˜lairâ€ we discover the vampires all gone, but the help of demonic magic (Signot - Marque of Corruption) â€“ they may have traded them spirits. Through some luck, we discover they are almost 7000m to the east.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Long Haul Flying&lt;br /&gt;
&lt;br /&gt;
After much discussion, we decided the better way to get that far east was for Sabastian to fly and carry the other two as mice. We created a small cage to hold the mice and stop Evening munching on them. Almost three weeks later, with spasms and migraines, a grump Sabastian land a few hundred miles from the destination. He notices an enormous crater (25 miles across) some miles away&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Not so nice old ladies&lt;br /&gt;
&lt;br /&gt;
The ground is swampy, but Sabastian is able to find a small dry hill to land on and turn the mice back to part members. Some hours in a watch he detects a dark presence nearby and wakes Logan and sends him off to investigate. He finds a nice old lady, miles from anywhere, transporting wood. She tries to charm him and rip out his throat. The party come running and find Logan in close combat with an insanely strong vampire (strength of 5 normal people?) who is about to rip his limbs off. Some lucky casting of magic and well-timed blows brings down the vampire. We stake it out on the hill and let the morning light destroy it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;A nice soft bed&lt;br /&gt;
&lt;br /&gt;
We find a small village a few miles away and get a room and soft bed, a nice change after weeks of travel. Talking to the local alchemist we take some experimental potions that fortunately heal the migraines and shakes. We learn the crater is rumoured that house a black dragon, it has been seen but does not bother the village. The mountains further to the east contain many iron deposits and are said to be extremely dangerous. We rest for a week.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Dragon hunting&lt;br /&gt;
&lt;br /&gt;
We head about 20 miles east to explore the crater. There we encounter some wolves that speak of a dangerous figure, smaller than the dragon, that leaves an emptiness in their scent detection and seems to live in the mountains â€“ they fear it more than the dragon. Looking at the stars they tell us the dragon will attack us on sight. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the cover of stealth, we approach the lip of the crater and watch for many hours. On the eastern side of the crater is the hole, near the center of the impact. We see 20 frost giant, digging foundations, which are supervised by 6 Ogre Magi. Eventually the dragon appears, about 40 ft long and whose scales are crimson around the edge, and appears to give orders to the Ogre Magi.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As night arrives the group retreat into the hole. The party move to the edge of the crater, closest to the hole (about Â¾ miles away). Sabastian sneaks down into the crater and into the hole, they have dug it out and they live there. There is writing in yellow outside the entrance and when in the hole a shadow form the black sun can be seen&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finding the dragon&#039;s lair it sleeps on a pile of blue â€œsilver coinsâ€, there is a small pile by a niche. With some masterfully lucky stealthing Sabastian examines the niche, which is a summoning circle, and steals a â€œcoinâ€. Heading out back to the party we retreat to a forest about a mile away to discuss the findings, the more we talk the more concerned we are.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fighting Retreat&lt;br /&gt;
&lt;br /&gt;
We decided to retreat and plan for how to attack and work our way quietly through the woods aiming to head back to the village. The wolves approach us and tell us of a frost giant patrol, with giant polar bears, nearby. The wolves flee as the dragon fly&#039;s overhead and drop a package to the giants. We were not sufficiently hidden as the dragon then head our way and strafes the area with flame. We flee and fortunately, the dragon doesnâ€™t spot us.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We still have the issue of the vampires and we check on them with an astrology reading. Theyâ€™ve fled and we so we decide to clear out of the country.&lt;br /&gt;
&amp;lt;I&amp;gt;&lt;br /&gt;
&amp;quot;The ones you sought have long since fled &amp;lt;BR&amp;gt;&lt;br /&gt;
Returned to the place they keep their bed &amp;lt;BR&amp;gt;&lt;br /&gt;
Refreshed, sated, toughened no longer unfed &amp;lt;BR&amp;gt;&lt;br /&gt;
Raised, renewed, improved, undead&amp;quot;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next day we spot the patrol and ambush it. Itâ€™s a tough fight, but we end up with two polar bears skin changed to mice and the rest of the patrol dead or fled. We make out way to the village and find it destroyed by dragon fire. .&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Village&lt;br /&gt;
&lt;br /&gt;
We help the survivors pack their good and heal their wounds. Naimon located rune portal in the basement of a house and it leads through to a new world, appearing in a lush forest. We convince some of the villagers to head to this new world, and we stay with them for a few weeks to help them establish themselves. The area contains [[Special_Herbalism#London_Plane_Trees|London_Plane_Trees]] that we think have caused the instability and allowed the cross-plane portal.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;More Dragon&lt;br /&gt;
&lt;br /&gt;
Returning through to the decimated village we quickly take to the air and head away. The dragon was watching for us and we see it following us a few miles in the distance. Its magically accelerates and is suddenly only some hundreds of feet from us, we see it has riders, what turns out to be Incubi and Succubi, which turn to wind and accelerate toward us. .&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A tough aerial fight ensues and we manage to kill most of them, capturing one, and flee. The dragon heads away. We land and loot the dropped items, the dead creates have returned to hell. We discuss what to do with the â€˜capturedâ€™ Succubi, she&#039;s too dangerous to hold so Logan immediately attacks her (no need for a plan), fighting one on the ground and up close it tough, but she is dispatched. The dragon can summon her again in a year and a day, and as a high ranked spy she will have intelligence on us.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
;Travel&lt;br /&gt;
&lt;br /&gt;
We fly to a town about five hours to the south, rest there and obtain passable on a junk heading to Kazakhstan. The Junk has many interesting passengers, including Monks that have interests in luck, health and prosperity. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kazakhstan has bustling markets and we make a number of purchases, we spend a small fortune on pearls to trade back in the east. We hear a tale of a magical peach in Kunlun mountains (near the Crater) that if eaten will kill you, but will make you undying when youâ€™re resurrected. &amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
From there we sail to Guangzhou on an enormous junk, it contains about 500 people. Sabastian meets a princess who is taken with him, she is an avatar or beauty and he becomes an ally of hers, she dresses him in beautiful clothing and displays her to her entourage. She can offer us advantages when fighting a dragon. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, we head to Axum (Ethiopia) then to Socotra (south of this) via very expensive tickets on another Junk. The island contains trees, whose oils grant enormous bonuses when casting runic magic.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We spent the next month travelling back to Gothenburg, Naimen trades as we  travel and he boosts our coffers significantly. When passing through Asquelon Logan notices there is a thriving trade in grimoires. Stop off in Venice and learn about the Crescenti family, Logan researches the Crescenti family book and learns the local language (Raetia) so we can read the book.&lt;br /&gt;
&lt;br /&gt;
;Planning&lt;br /&gt;
&lt;br /&gt;
Back in Gothenburg we rest up and plan. Making use of our astrological talents we discover&lt;br /&gt;
* The construction the dragon is working on will be functionalin Spring of next year (its almost the end of Autumn)&lt;br /&gt;
* The creature in the mountains with no scent is in charge and controls the dragon -&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;quot;It walks in chaos on all fours&lt;br /&gt;
Venom on the tongue, venom on the mind&amp;lt;BR&amp;gt;&lt;br /&gt;
This ungainly beast attending doors&amp;lt;BR&amp;gt;&lt;br /&gt;
Red in tooth, claw and spined&amp;lt;BR&amp;gt;&lt;br /&gt;
This ungainly beast attending doors&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
* The function of the device they are creating&lt;br /&gt;
&amp;lt;I&amp;gt;&amp;quot;A calling to things of elder malice&amp;lt;BR&amp;gt;&lt;br /&gt;
Riving through the rime and voids&amp;lt;BR&amp;gt;&lt;br /&gt;
Bring the Hounds of Tyndalos&amp;lt;BR&amp;gt;&lt;br /&gt;
And the ship of asteroids&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
* The plane of hell is involved. Special relationship with Savlock (Marquis of corruption - necromancer) who can create towers and forge a connection between them&lt;br /&gt;
* The Dragon is a greater summoner (so we should not attack at the beginning of the month)&lt;br /&gt;
* Who is organising all of this&lt;br /&gt;
&amp;lt;I&amp;gt;Time bends as ages fray&amp;lt;BR&amp;gt;&lt;br /&gt;
Fire gutters, darkness grows&amp;lt;BR&amp;gt;&lt;br /&gt;
One in one and two in trey&amp;lt;BR&amp;gt;&lt;br /&gt;
Birthing beasts and dying rose&amp;lt;BR&amp;gt;&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We head to Tromtine and talk things through with the Bishop, and purchased some investments from him. From there we head to the library on Svalbard, but learn little more about the dragons and its machinations. We do learn the recipe for &#039;Fumes of Night&#039; potion and discover to learn the draft of Ambrosure requires twn ingredients, one of which is amberants - and a poisonous herb&lt;br /&gt;
that survives in the fields of Asverdal.&lt;br /&gt;
&lt;br /&gt;
Heading back through Eisenkirche we find the Emperor is in Court and they are preparing for the days of chaos in two months, three will be a 12 day festival. We spot Count Ganalon and think he may be up to no good. We head to Seagate for magical resources in preparation for the fight and begin our long journey to see Apricot Blossom.&lt;br /&gt;
&lt;br /&gt;
;Slow trip and distraction&lt;br /&gt;
&lt;br /&gt;
We decide to sail to the Court as its such a distance, and will be safer than flying. Some weeks into the journey We sail past the mountain range that is the rumored to location of the peach tree so we stop to investigate. We fly to the bottom of the mountain and are attacked by half a dozen Buzzard like creatures, they have wickedly sharp claws. We defeat them and find bronze feathers on their bodies can be used to enhance armour.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We decide to climb the mountain as the winds may make flying difficult, and we may miss something. Its a part climb and we fund ourselves climbing through snow. We notice snow on the &#039;moving&#039; which turns out to be a pack of winter wolves that are stalking us. A tough fight follows but we destroy most of them, a few escape and we capture one. The captured wolf explains they are hunting for the peach tree for their master, a tall Gaunt man who makes hybrid animals.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We continue our climb and head to a waterfall, near the top we see a lush valley and we make a challenging climb down to investigate. There are birch trees around the edge of the valley and a river (from the waterfall) running through it. When we are walking back up the river toward the waterfall we are attacked by an Ogre Magi (the one from Bear Island). Its a brutal fight and the Ogre Magi retreats (fortunately) and we lick our very deep wounds. We maintain a locate on the Ogre Magi and he returned the following day, we hide in the river at the base of the waterfall in preparation for an ambush. It doesnt land in the valley and we spend the next few hours tracking it, only to be ambushed by it. Fortunately we were prepared and kill the creature. Its has a number of magic items, including a deck of many things - Naimen and Muse draw from this with success.&amp;lt;BR&amp;gt; &lt;br /&gt;
&lt;br /&gt;
; Peachy Discovery&lt;br /&gt;
&lt;br /&gt;
We find if the valley is approached from the north a pocket place can be accessed which contains a number of gardens, including the Peach tree. The tree will wither once peaches are picked, and when eaten the person will drop to 0 EN and 0 FT, recovering 1 EN every three days. We eat the peaches and Evening heals us to stop us dying. A few weeks later we are on our feet, still weak but able to move. We slowly head back to our boat, all now undying. &lt;br /&gt;
&lt;br /&gt;
; Back in Court&lt;br /&gt;
&lt;br /&gt;
Some weeks later we stop and as we need to travel inland. Making a teeth clenching trip over a few mountain ranges we finally make it to the imperial court [next SESSION 22]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f2ffcc;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stuff=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Brave new world - People and Places]]&lt;br /&gt;
&lt;br /&gt;
[[Brave new world - loot]]&lt;br /&gt;
&lt;br /&gt;
[[Brave new world - Trade]]&lt;br /&gt;
&lt;br /&gt;
[[Immortals - Player Rules]]&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87523</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87523"/>
		<updated>2020-09-02T07:20:23Z</updated>

		<summary type="html">&lt;p&gt;Jasons: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
=== Grimstrike ===&lt;br /&gt;
[[Image:Gauntlet left.JPG |right|120px]]&lt;br /&gt;
This is a plate gauntlet for the left hand made of truesilvered orichalcum and weighs 1 Â½ lbs. It has five fingers and one thumb. All are functional.&amp;lt;br&amp;gt;&lt;br /&gt;
The Individual True Name of this gauntlet is Grimstrike, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell. &lt;br /&gt;
* While the spell is active on Grimstrike, then the wielder  may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:&lt;br /&gt;
{| border = 1 cellspacing = 2|&lt;br /&gt;
!Rank&lt;br /&gt;
!Wielder is&lt;br /&gt;
!Pass Actions&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 0 - 3&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4 &amp;amp; 5&lt;br /&gt;
| active&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|6 &amp;amp; 7&lt;br /&gt;
|stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|8 - 11&lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|12 &lt;br /&gt;
| stunned, dazed etc&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|13 - 15&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 16 - 19&lt;br /&gt;
| unconscious&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 20&lt;br /&gt;
| dead&lt;br /&gt;
|align = &amp;quot;center&amp;quot;|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The wielder&#039;s PS and MD are raised by 6 for the left hand only.&lt;br /&gt;
* As a cestus,  the base Strike Chance is 67%. It inflicts 1 rollup D10 + 4 damage but if a non-prime number is rolled on the damage die, damage is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. Usually fatal. &lt;br /&gt;
* Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer&#039;s other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.&lt;br /&gt;
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them. &lt;br /&gt;
* The gauntlet is a legal target for an extra set of Counterspells. &lt;br /&gt;
* The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always &amp;quot;Your gauntlet has driven through your opponent&#039;s chest and ripped out their beating heart.&amp;quot; Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.&amp;lt;br&amp;gt;&lt;br /&gt;
:A distant bell will toll on these occasions.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2 Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87522</id>
		<title>Loot - Logan</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Loot_-_Logan&amp;diff=87522"/>
		<updated>2020-09-02T07:19:17Z</updated>

		<summary type="html">&lt;p&gt;Jasons: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Brave new world]] [[Category: Jim Arona]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Brave new world - loot]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Muse]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Logan]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Loot - Naimon]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
==== [[Charms]] ====&lt;br /&gt;
&lt;br /&gt;
;[[Charms#Demonskin_Charm|Demonskin Charm]] x 3&lt;br /&gt;
[[Image:Demon_skin.jpg|right|120px]]&lt;br /&gt;
This scrap of parchment weighs Â¼ lb and contains three charges of the The Demonskin Charm.  It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner&#039;s backpack, or even at home and it may not be uttered again until after the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character&#039;s player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;That is not dead which can eternal lie&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer&#039;s armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.&amp;lt;br&amp;gt;&lt;br /&gt;
While under the charm&#039;s effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Ticker Sticker ===&lt;br /&gt;
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.&amp;lt;br&amp;gt;&lt;br /&gt;
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder&#039;s advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.&lt;br /&gt;
&lt;br /&gt;
=== Ascalon ===&lt;br /&gt;
This spear is made of a blade 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 which may be triggered once a day (Base Chance 88%, +21  to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C 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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder  is human, then &lt;br /&gt;
* the wielder&#039;s Rank in broadsword, spear and lance are cumulative&lt;br /&gt;
* the spear inflicts A or C Class injuries&lt;br /&gt;
* the wielder reduces any fire damage by their Rank in Warrior&lt;br /&gt;
* the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior&lt;br /&gt;
&lt;br /&gt;
=== The Closer of Ways ===&lt;br /&gt;
[[Image:Khopesh.jpg|right|60px]]&lt;br /&gt;
This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage  is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .&amp;lt;br&amp;gt;&lt;br /&gt;
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh&#039;s area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Heresiarch ===&lt;br /&gt;
This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.&amp;lt;br&amp;gt;&lt;br /&gt;
The Strike Chance is increased by 1 per Rank of the ITN.&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a &amp;quot;1&amp;quot;s D10 rolled for each. These are applied as Specific Grievous Injuries.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.&amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, the wielder&#039;s Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.&amp;lt;br&amp;gt;&lt;br /&gt;
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
=== Orichalcum Elbow Cop ===&lt;br /&gt;
This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz. &amp;lt;br&amp;gt;&lt;br /&gt;
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.&amp;lt;br&amp;gt;&lt;br /&gt;
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.&lt;br /&gt;
&lt;br /&gt;
=== Brazen Pauldron ===&lt;br /&gt;
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== Black Dragon Scale x 13 ===&lt;br /&gt;
There are a number of Dragon Scales of varying sizes and properties, which are listed below:&lt;br /&gt;
==== 7 Inch Scale ====&lt;br /&gt;
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect. &amp;lt;br&amp;gt;&lt;br /&gt;
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials. &amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 &amp;amp; 69, and either 85-87 or 88 &amp;amp; 89 depending on which shoulder was protected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2 Inch Scale x 7 ====&lt;br /&gt;
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer&#039;s soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.&lt;br /&gt;
&lt;br /&gt;
=== Gorgon Feathers x 35 ===&lt;br /&gt;
These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person. &amp;lt;br&amp;gt;&lt;br /&gt;
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.&lt;br /&gt;
&lt;br /&gt;
=== Fur Cloak of Protection ===&lt;br /&gt;
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:&lt;br /&gt;
* the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.&lt;br /&gt;
* the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.&lt;br /&gt;
* the wearer increases their Defence by 12.&lt;br /&gt;
* the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.&lt;br /&gt;
&lt;br /&gt;
=== Scaled Ephod ===&lt;br /&gt;
This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.&lt;br /&gt;
&lt;br /&gt;
=== Jewellery ===&lt;br /&gt;
==== Scarab Ring ====&lt;br /&gt;
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
==College of Naming Incantations v 2.1==&lt;br /&gt;
[[Image:Circle_of_8.jpg|left|70px]]&lt;br /&gt;
The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the&lt;br /&gt;
Thaumaturical Colleges have their roots in Naming. &amp;lt;br&amp;gt;&lt;br /&gt;
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The Collegeâ€™s abilities include divining the true nature&lt;br /&gt;
of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable&lt;br /&gt;
of commanding the sea, the wind, and the rocks by their names â€” but if this is true then that knowledge has long been lost.&amp;lt;br&amp;gt; Namers still learn the names of the plants that grow in the earth, but they have little influence over them. &amp;lt;br&amp;gt; &lt;br /&gt;
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.&amp;lt;br&amp;gt;&lt;br /&gt;
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Aptitude: The MA requirement for this College is 1.&lt;br /&gt;
=== 17.1 Restrictions ===&lt;br /&gt;
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.&lt;br /&gt;
=== 17.2 Benefits ===&lt;br /&gt;
;Language&lt;br /&gt;
Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages Â§39.7).&lt;br /&gt;
;Ranking Names&lt;br /&gt;
* Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see Â§3.9)&lt;br /&gt;
* Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.&lt;br /&gt;
* Ranking Names costs no EP.&lt;br /&gt;
* The maximum Rank for True Names is 20.&lt;br /&gt;
* Ranking of Names may be done in combination with ranking either a magical or non-magical ability.&lt;br /&gt;
* Namers may Rank one Name in addition to other forms of ranking.&lt;br /&gt;
;Modifications&lt;br /&gt;
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:&lt;br /&gt;
Never before encountered targetâ€™s generic type&lt;br /&gt;
: -15%&lt;br /&gt;
Has not learned targetâ€™s Generic True Name&lt;br /&gt;
: -10%&lt;br /&gt;
Each Rank achieved with targetâ€™s Generic True Name&lt;br /&gt;
: +1%&lt;br /&gt;
Each Rank achieved with targetâ€™s Individual True Name&lt;br /&gt;
: +2%&lt;br /&gt;
All modifiers are cumulative.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, each Rank achieved with the targetâ€™s Individual True Name reduces the targetâ€™s Magic Resistance by 1%.&lt;br /&gt;
=== 17.3 Talents ===&lt;br /&gt;
&#039;&#039;&#039;Detect Aura (T-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple:&#039;&#039; 75&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039;&#039; 2 * PC ( + 5 / Rank)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; May only be actively resisted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (Â§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the targetâ€™s Generic True Name, if any.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 17.4 General Knowledge spells ===&lt;br /&gt;
The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers&lt;br /&gt;
MA limit for spells and rituals.&amp;lt;br&amp;gt; &lt;br /&gt;
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:&lt;br /&gt;
* By using the Ritual of Divination on an Adept of that College.&lt;br /&gt;
* By Divining a magical effect produced by that College, provided that it is still in effect.&lt;br /&gt;
* By spending a dayâ€™s study with a Namer who is already familiar with the College.&lt;br /&gt;
Once they have done this they will be able to cast Rank 0 Counterspells against that college.&amp;lt;br&amp;gt;&lt;br /&gt;
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Branch Counterspell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Range:&#039;&#039; 25 ft + 25 ft / Rank&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Duration:&#039;&#039; (D10+5)+Rank minutes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Multiple&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
:-General Knowledge: 200&amp;lt;br&amp;gt;&lt;br /&gt;
:-Special Knowledge: 400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; 40%&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Resist:&#039;&#039; Passive&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Storage:&#039;&#039; Investment or Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, object or area&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; There are several distinct uses for a Counterspell. They are:&amp;lt;br&amp;gt;&lt;br /&gt;
# If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.&lt;br /&gt;
# If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.&lt;br /&gt;
# If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.&lt;br /&gt;
# An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the areaâ€”the entire area need not be covered. One Counterspell will dissipate one spell.&lt;br /&gt;
# Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.&lt;br /&gt;
&lt;br /&gt;
A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branchâ€™s Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.&lt;br /&gt;
&lt;br /&gt;
=== 17.5 General Knowledge Rituals ===&lt;br /&gt;
&#039;&#039;&#039;Dissipation (Q-1)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Target:&#039;&#039; Entity, Object, Area, Volume&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Base Chance:&#039;&#039; As per Counterspell + Ritual preparation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cast Time:&#039;&#039; 1+ hours, maximum 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Actions:&#039;&#039; Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Concentration Check:&#039;&#039; Standard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.&lt;br /&gt;
&lt;br /&gt;
=== Enchiridions ===&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Boar&#039;s Tusk ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.&lt;br /&gt;
&lt;br /&gt;
==== Enchiridion of the Lady on the Left ====&lt;br /&gt;
Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience. &amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they&#039;re holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally&#039;s right front hex.&amp;lt;br&amp;gt;&lt;br /&gt;
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Copper Scrolls ===&lt;br /&gt;
&lt;br /&gt;
=== The Name of the Atlas Gryphon ===&lt;br /&gt;
[[Image:Gryphon.jpg|right|280px]]&lt;br /&gt;
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else&#039;s Rank by the same amount amount.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the [[This_Quintessence_of_Dust:_Treasure#Spell_of_Name_Change|Spell of Name Change]] is known, and their Rank in the Generic True Names &#039;Lion&#039; and &#039;Eagle&#039; are Ranked to 10 or higher, then they may assume this shape:&lt;br /&gt;
;The Atlas Gryphon&lt;br /&gt;
:This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze. &lt;br /&gt;
&lt;br /&gt;
{{BeastStats| 30| 15|15| Adept&#039;s|25| Adept&#039;s|Adept&#039;s|Adept&#039;s| 7| Special| Special}}&lt;br /&gt;
;Weapons: The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage, without penalty. &lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat&lt;br /&gt;
:Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of &#039;Lion&#039; and &#039;Eagle&#039;.&lt;br /&gt;
:The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).&lt;br /&gt;
:Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)&lt;br /&gt;
:The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.&lt;br /&gt;
:The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.&lt;br /&gt;
:The gryphon has the following flight properties:&lt;br /&gt;
* flying requires a clear space of about a hyper-megahex.&lt;br /&gt;
* the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.&lt;br /&gt;
* the gryphon may ride a sky current at altitudes of 15 metres or higher, the current&#039;s direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.&lt;br /&gt;
;Battleform&lt;br /&gt;
A Battleform may also be assumed and changing between this and the gryphon form [[Image:Michael.jpg|right|180px]]requires a Pass Action. Spectral eagle&#039;s wings emerge from the Adept&#039;s back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.&lt;br /&gt;
;The wings have the following flight properties:&lt;br /&gt;
* flying requires a clear space around the Adept of about a megahex.&lt;br /&gt;
* the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.&lt;br /&gt;
* the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.&lt;br /&gt;
* maximum rate of climb is an angle of 45&amp;amp;#176;, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.&lt;br /&gt;
In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat&lt;br /&gt;
:BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wings inflict C Class injuries, and may be Ranked to 10 using the same skill  as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.&lt;br /&gt;
&lt;br /&gt;
Once a copper scroll is read, it crumbles to greenish dust.&lt;br /&gt;
;Scroll of Building a House of Life&lt;br /&gt;
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.&amp;lt;br&amp;gt;&lt;br /&gt;
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Sarcophagus.jpg|right|150px]]&lt;br /&gt;
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.&amp;lt;br&amp;gt;&lt;br /&gt;
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:&lt;br /&gt;
*The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).&lt;br /&gt;
*Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.&lt;br /&gt;
*Obviously, the resurrectee&#039;s itemry will be lost unless other means supervene.&lt;br /&gt;
*In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.&lt;br /&gt;
*The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.&lt;br /&gt;
;For example : if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.&amp;lt;br&amp;gt;&lt;br /&gt;
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
;Note:&lt;br /&gt;
: Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Invocations ===&lt;br /&gt;
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept&#039;s player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.&amp;lt;br&amp;gt;&lt;br /&gt;
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.&amp;lt;br&amp;gt;&lt;br /&gt;
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;By sky-striding Sarennan!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 750.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Astral.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039;The Adept&#039;s spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 =&amp;gt; AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 =&amp;gt; WP x 2.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Regard the discs of the Crimson Harpax!&amp;quot;&lt;br /&gt;
[[Image:Copper_scroll.jpg|right|150px]]&lt;br /&gt;
&#039;&#039;Spells:&#039;&#039; Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sub-Field:&#039;&#039; Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Experience Cost:&#039;&#039; 1,000.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Attracts:&#039;&#039;1 Abyss.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Effects:&#039;&#039; The Adept&#039;s spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it&#039;s worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a &amp;quot;5&amp;quot; on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).&amp;lt;br&amp;gt;&lt;br /&gt;
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.&lt;/div&gt;</summary>
		<author><name>Jasons</name></author>
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