Dalran's Treasure

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Consumables

Rank 9 Suspension of Fire onto Water

Rank 9 Alchemy

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.

If the contents are poured onto
-the surface of about a pint of water, it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy and which will last for a minute.
-into the right eye so that any visual obscurement (mist, fog, dust or smoke), illusion or deception will be penetrated. This effect will last for a minute.
-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.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist'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.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Alchemy 8,000sp Jim Arona 021 076 9376

Black Iron Grenado

Rank 4 Alchemy

This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 hexes short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Firearmour Potion

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.
Rank 15 Firearmour.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Fire 4,000sp Jim Arona 021 076 9376

Rod of Absorption

This rod is treated as a mace with a base Strike Chance of 60. It inflicts 1 roll up D10 + 5 damage. It weighs 4 lbs.
The rod has two states, charged and discharged.
In the discharged state, the wielder may 'absorb' a spell cast at them or the area they occupy. This requires no Action of any kind, and the energies of the spell will be drawn entirely into the rod. This will change the rod's state to charged. Such is the powerful magic of the rod that anything in the area of effect will not be subject to the spell's effects.
If the rod is charged and the wielder is an Adept, then they may cast any spell they know without requiring any Preparation Action. This will change the rod's state to discharged.
The rod may be discharged 20 times before its magic fails, whereupon it loses all its magical properties.

Charges
20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 1

The rod may be discharged no more than 3 times on any given day.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Nualis Formerly living Absorption 18,000sp Jim Arona 021 076 9376

Ice Cube

This cube is about 2 ½ cms across and weighs 4 oz. It may be affixed to a surface, and the gauge will drop 1 per Pulse for 10 Pulses. The cold will spread to fill a volume of about 2 x 2 x 2 hexes, and the temperature will not drop below -30°C. The coldness will last until sunlight touches the volume affected or the cube is moved, which will destroy it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Ice 1,600sp px50 Jim Arona 021 076 9376


Satiety

This Trump may be played to provide a 12 course feast over the period of a minute.
The result of this meal is that each diner will recover 1 EN per Pulse until the end of the feast. They also receive an additional attempt to recover from disease and any poisons are cured as if treated by a Rank 8 Healer.
The feast is so sumptuous that all diners recover all of their FT, even that lost to spell-casting or tiredness.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Malkuth Trump Quest px50 Jim Arona 021 076 9376

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.

3 2 1

When drunk, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Healing 600sp px50 Jim Arona 021 076 9376

Restoration Potion

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376

Philtre of Persuasiveness

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last for an hour. If the imbiber is an Adept of the College of Ensorcelments & Enchantments, then their Rank in Mass Charming is increased by 8 Ranks.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Formerly living Charm 6,000sp px50 Jim Arona 021 076 9376

Contagious Anti-Venom Potion

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last until the Hour of the Wolf has passed. If the imbiber should be poisoned within that time, it will attempt to Neutralise it as if they were a Rank 15 Healer (but requiring no Action to do so). If the potion succeeds the imbiber is spared the effects of the poison.
Whether or not the potion works, the benefit is passed to the next sentient entity capable of learning the Healer Skill after the Neutralise Poison attempt is made. The effective Rank drops by 1 on each occasion it is so passed . It loses its virtue when Rank drops below 4 or the duration expires, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Transformation 6,000sp px50 Jim Arona 021 076 9376

Weapons

Skull Flail

This morningstar flail weighs 5 lbs. It has a Base Strike Chance of 60 and the base Damage is 2 rollup D10+3. The wielder ignores any Defence their target may have which comes from shields.
The flail is a legal target for Warping and Animating Bodily Parts. When it is so Animated, the skull is capable of delivering vicious bites such that if a roll in the range of a Specific Grievous Injury is scored, then in addition to C Class injuries, results in the following ranges are allowed: 26 - 36 & 41 - 66.
Animating the flail increases its Strike Chance by the Rank of the Animation and it will accept weapon spells.
Only the most abject optimist would believe that the constabulary might not have an interest in this weapon. Displaying it openly is sure to attract the attentions of the authorities, who are likely to take a dim view.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Nualis Formerly living Corruption of the Flesh 13,500sp px50 Jim Arona 021 076 9376

Wand of the Angry Bees

This wand uses the wielder's skill in Dart and is treated as if it were a Missile Weapon, not Thrown. MA replaces MD for the purposes of calculating strike chances or the ability to wield it.
Little figurines of bees made out of an Alchemical death metal are fired at such speed as to be unseeable, although the whine of their wings can be heard as they pass. As many as 1 bee for every 2 Ranks in Dart may be fired from the wand. The wielder may shoot all the bees at a single target, or one single bee for each target or any combination thereof.
The bees do no damage if they hit, but there is a chance they will inflict a Specific Grievous Injury. Roll on the Spec. Griev. table. If the result is for an A class injury, then it is applied, otherwise the result is ignored. This can reduce the Protection value of armour, but because the bees are so small, the reduction is just 1 per Spec. Griev.
The wielder must utter a phrase to trigger the device, and it must be very loud, for it is well known that the calcinatory sprites that drive the bees on are nearly deaf.
The wand contains 30 bees when it is full.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 810 Assyuria Magical Mechanical 10,000sp px50 Jim Arona 021 076 9376

The Rod of Charm

This crystal is magical and weighs 2 lbs. It is a legal target for a spell of Charming. When that spell is cast upon it,the crystal will grow into a line of light with the appearance of a quarterstaff. At the end of the duration, or if it is counterspelled earlier, it will return to the shape of a crystal. The quarterstaff has fractional spin of ½ but no weight and is not physically manifest. It still requires two hands to wield, however. Instead, it exists somewhat probabilistically. It never inflicts physical damage and has no encumbrance.

  • The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease or Hand of Death.
  • The wielder subtracts their Rank in Quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in Quarterstaff.
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder.
  • The owner may advance the Ranks of these spells beyond 20: Charming, Mass Charming, Telekinesis, Bolt of Energy (or similar), Enchant Armour or Enchant Weapon.
  • The wielder may touch an end of the staff to an object or area and bind it to the staff as if it were under the effects of an Adhesion spell (G-1 of the College of Binding & Animating Magics). The Rank of the Adhesion is 10. Although the staff does not acquire any materiality, neither can it be broken by an attempt to break the adhesive bond.
  • These spells may be cast from the staff once per day at Rank 10
Mana Sense Animate Object True Seeing
  • Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells Charm Opening Darkness
Insubstantial walls Light Telekinesis Bolt spells
Levitation Mage Lock Windwhistle Web spells
  • The wielder releases the spells stored by using a Cast Action. They are not Triggered.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Charm Quest px50 Jim Arona 021 076 9376

Armour

Annis Skin Armour

This leather armour has a weight factor of 3, adds 10 to the wearer's Stealth and subtracts 1 from AG. It provides 6 points of Protection and 3 points of Damage Reduction and therefore completely protects against a FT blow of 9 or less damage.
It may be repaired by an Artisan: Leatherworker of Rank 6 or an Armourer of Rank 4 who will charge 600sp per point of Protection repaired.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Butchery 14,500sp px50 Jim Arona 021 076 9376

Jewellery

Ring of Liberation

This plain silver ring weighs 2 oz. It must be worn on the thumb of the left hand to be effective. The bearer's base PS is doubled when they attempt to break free of restraint, webs, Hands of Earth or similar forms of containment. PS bonuses from magic or items are not doubled. Instead, they are added after base PS has been doubled.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Liberation 8,500sp px50 Jim Arona 021 076 9376

Lesser Ring of Serpents

This encumbers as if it weighted 4 oz, and must be worn on the middle finger of the right hand
It was made from the Great Ring of Serpents and has these properties:

The bearer may assume the form of a member of the Snakes entry in the Bestiary, or indeed, any non-sentient, non-fantastical snake that the bearer has encountered. The mental characteristics of the bearer while in the snake form remain the same, and these are MA, WP, PC and FT. Physical stats are the minimum for the creature. These are PS, MD, AG and EN. It is incumbent on the bearer's player to get a DM-signed record of the creatures stats in the case of a non-standard snake, however.
The bearer always resists the Song of the Serpent.
Type of snake Adventure acquired
   
   
   
   
   
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Magical Ring lore Quest px50 Jim Arona 021 076 9376

The Narcissus Locket

This locket must be worn to be effective and weighs 2 oz. Inside is a crystal that holds an image of a figure staring at its reflection.
If a Ritual of Creating a Crystal of Vision is cast over the image, then the figure's appearance will gradually change over the course of a week or so to resemble that of the Enchanter.

Once a month, the locket may be used to create a duplicate of the Adept. As the duplicate forms, the Adept's appearance becomes less and less noticeable, PB either increasing or decreasing until the value reaches 11. This process takes about 10 minutes per point of PB. The duplicate's PB does not differ from the Adept's original value. However, the duplicate is magically more noticeable, the distinction measured by by every point the two differ. If the original and their duplicatem were to meet someone who knew the original, the duplicate would be accepted as the Enchanter and the Enchanter, themself, would likely be considered an uninteresting relative.
The duplicate has the same statistics as the original, but no magic or Skills. It will follow simple instruction and will likely be believed to be the original. If it is subjected to serious questioning, its responses will seem repetitive, stilted and rehearsed, whereupon the deception will likely be penetrated.
The duplicate is a material construct and has all of the normal physical properties of the Enchanter. It is not an illusion. It will appear on an ESP as a sentient, and will always appear to resist Telepathy spells. As a construct, its mind or personality cannot be affected, although its physical form can be. Its MR is equal to the Enchanter's base WP + 20. It cannot be Enchanted.
Telepathic inquisition is a special case. If the duplicate's "mind" is interrogated, then the Telepath must roll below ½ their MR vs E&E General Knowledge magic or find themselves subject to an hypnotic suggestion (as the Hypnostism spell of the Wiccan College) that they didn't know anything useful. If the telepath successfully resists the suggestion, then they are not affected by the suggestion, but even so, they are likely to believe that the duplicate successfully resisted Telepathy, rather than that they are a construct. The Rank of the Hypnotism is the same as the Enchanter's Rannk in Ritual of Creating a Crystal of Vision.
Divination, of course, will reveal the nature of the duplicate.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Face-dancing 12,475sp px50 Jim Arona 021 076 9376

Miscellaneous

Black Knight

Each day, dawn to dawn, the bearer is entitled to teleport 15 hexes but no more than 5 in a Pulse. This takes no Action and behaves in many ways as if it were part of their normal movement, but with the following properties:

This teleport is additional to their TMR but is not considered TMR movement.
They can teleport in any direction, i.e. up, down, sideways, backwards.
This teleport does not attract penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR but teleport up to 5 hexes to deliver a melee attack with a non-pole weapon and not attract a penalty.

If the bearer should choose to teleport to a hex that they cannot see, then they must Break 100: PC + AG + WP. If they roll 125 or higher, they succeed. If they roll less than 125 but more than 99, they succeed but are Stunned. If they roll less than 100, they do not succeed and are Stunned.
If the bearer has special abilities or items that make them immune to being Stunned, then they cannot make the attempt. Special abilities that increase the bearer's chance of recovering from Stun work as normal.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 House of Games Formerly living Void Dancing 45,000sp px50 Jim Arona 021 076 9376

The Armaros Seal

This coin sized object weighs 2 oz. It must be held in the left hand to be effective.
It is a legal target for a Enhancing Enchantment spell which will become bound to it. This means that if it is moved, the spell's effect will follow it until the duration expires.
The area of effect is calculated differently If the Rank of the Enhancing Enchantment is less than 10, then it will only cover the same hex. If the Rank is greater than 10 but less than 20, it will cover a diameter of 15 feet centred on the trinket. If the Rank is 20 or greater, it will cover a diameter of 25 feet centred on the seal.
If the seal is no longer held in the left hand, the Enhancing Enchantment will no longer be anchored to it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Gregorii Magical Enchantment Quest px50 Jim Arona 021 076 9376

Allies

Lore

Abilities

Physical Integrity

Dalran has traveled in realms where he has discovered giant-like monsters, and very large creatures who, if their PS exceeds their target's by 100, may tear limbs or heads off as an Action (Giant or giant-like creatures multiplied their PS by the number of hexes they occupied for these purposes).
In response to this, he has enhanced his musculo-skeletal structure so that his PS is doubled when determining whether or not he may have limbs or head torn off by them.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Enhancement Bone & Metal Quest px50 Jim Arona 021 076 9376

Caster's Grace

Spell Preparation can be combined with any other Action, except a Strike, Fire or Cast Action. Spell Preparation must immediately precede a Cast Action.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Karma Pool

Name Karma
Sabrina   3
Braegon   3
Seren   3
Mortimer   3
Vychan   3
TBA   3
TBA   3
TBA   3
TBA   3
TBA   3
TBA   3

Dalran's relationships with people he has adventured with may be enhanced to assist them if they fail by using Karma. Current Karma is ______________. He may buy 6 more at a cost of 1 EN, which can be bought back in the usual way.
Once per adventure or season, whichever is least, he may nominate an entity and spend Karma to reflect his relationship with them. No more than 3 may be spent on an entity per adventure, and in any case, the maximum he can raise the relationship to is 5.
Dalran can allow such an entity a 're-roll' whenever he is aware that they have failed percentile roll. It takes Dalran no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If he has used his Free Act earlier in the Pulse, he can use a Pass Action if he has one available. When all of the Karma has been exhausted, this ability may not be used any more.
Dalran can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, he may gain as many as 5. Dalran can petition as many times as he likes until the DM gets fed up, in which case no further attempts will succeed.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Abyss Karma Quest px50 Jim Arona 021 076 9376

Dream Sending

Once a season, Dalran may play this Trump before sleeping. During this time, and until he rises, he can travel to the place of someone he knows and converse with them. When the target falls asleep, Dalran will appear to them and they can converse for as long as both of them are asleep.
The dream is unlike any similar experience and the communicant will be entirely aware that they are sharing a conversation with Dalran. In fact, they will remember it on waking. Magic may not be attempted within the dream.
Dalran and his communicant must share the same Astral. In practial terms, this means that he cannot communicate with anyone who is on a different plane, although if they are on a different world, or a middlemarch, then the attempt may be attempted.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Malkuth Trump Quest px50 Jim Arona 021 076 9376

A Paragon of Manly Beauty

Dalran has become a paragon of manly beauty,and all who meet him are impressed by his charismatic personality. This in no way prevents them from disabusing themselves of this notion on further acquaintance.
He gains +20 to his Military Scientiest Rally chance.
In addition, he can, without cost or time, raise a House which will act as a High Mana Zone as well as a Place of Power for his (and his alone) magic. If he raises the House in a place that is proximate to it, a gate into the Astral will be included in the construction.
The default description of the House is that it is 2 storeys high, 20 metres by 30 metres. This reflects a cost of about 100,000sp and although this includes the cost of linen, furnishings, kitchenware etc., it does not include the wages of servants and other staff.
The House has been raised at _____________________________.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Malkuth Trump Quest px50 Jim Arona 021 076 9376

Name:Quickness - Temporal Evasion

Spell: Quickness
Effects: In addition to the usual effects of Quickness, the Adept is able to revisit the the recent past and improve their fortune by rolling back time slightly as determined below:
Rank 0: Once Again - Reroll a failed percentile dice roll.
Rank 10: Second Chance - Reroll a failed percentile dice roll or reroll any percentile dice roll.
Rank 20: Triple Play - Reroll a failed percentile dice roll, reroll any percentile dice roll or require anyone within sight to reroll a percentile dice roll. This is not normally resistable.
These abilities are used at the player's discretion, not the Adept's. They may be used at any time in the pulse, regardless of the Adept's other actions or state of consciousness. They may not be used when the Adept is dead, however.
The amount of time that is manipulated is very small and so must be used directly after the roll to be adjusted is first made. Each of these rerolls may only be used once in any 24 hour period.

Note
This incantation of Quickness changes the target to 'Self'.

Cost: 5,000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: 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.
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. Casual physical contact, on the other hand, will not cause the spell to fail.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Emerald Missiles

Range: 10ft (+5ft/Rank)
Duration: Immediate
Experience Multiple: 650
Base Chance: 5%
Resist: Active & Passive (Save for half)
Storage: Investment, Ward, Magical Trap
Target: Entitiy, object
Effects: This spell fires a green missile of emerald energy that inflicts D10 (+ 2/Rank) damage damage on the first entity or object that it encounters. The Adept may target 1 entity or object for every 3 or fraction Ranks. Those that successfully resist suffer half damage. If the Adept rolls in the range of a double effect, they can increase the damage of the bolt by the Rank of the spell. If they roll in the range of a triple, they can increase the damage by twice the Rank of the spell.
The Adept must have a clear line of sight to target the missiles.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Witchsight

Experience Multiple: 200
Effects: The Adept may see objects or entities which are invisible and they appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Witchsight, the object or entity may not be clearly identified or directly magically targeted. The Adept may also see in the dark as a Human does on a cloudy day, with an effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.
In addition, this Talent has been enhanced to allow Dalran to see faint red shapes where living beings are located in the dark. The range of this vision is 150 feet.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376