Derivatives of the Klepsydra
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Anyone who reads from the Calculus of Change and drinks of the waters of the Klepsydra can learn this Ritual:
Ritual of the Hourglass
Range: Self
Duration: Until midnight
Experience Multiple: 350
Base Chance: Always succeeds
Resist: None
Actions: The Adept converts sand into moments, then pours them into an hourglass
Effects: The Adept performs this Ritual, which will take an hour, by transforming grains of sand into moments. Each of these moments is about a pulse long and the Adept can store one moment (+1 for every 2 Ranks in the Ritual) in a specially prepared hourglass. At Rank 20, the number of moments thus stored is 12. The hourglass will store the moments until the next midnight, at which time they will expire.
If the Adept uses the hourglass (requiring a Magical Pass Action), then they must roll under 10 (+4 per Rank) on percentile dice. If they succeed, then they are Quickened for as many pulses as they have moments in the hourglass.
The hourglass is small, being only large enough to hold a minute's worth of moments. It must be made from orichalcum, crystal glass and fine white gypsum sand. It will require the arts of a Rank 8 Artificer or a Rank 8 Mechanician (Spell Containment, Chronometers & Glass Blowing) working with /who is an Adept of the College of Binding & Animating Magics. The cost of the materials is 2,000 sp, but the crafter(s) will demand 10,000 sp for their expertise.
Although several of these hourglasses may be owned, the Adept may only perform the Ritual on one of them at any given time.
This Ritual is considered to be part of the Special Knowledge of the Adept's college, and is subject to all of the restrictions and benefits that apply thereunto.
This Ritual is not teachable.
Adventure | Season | Nature of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Quickness | Jim Arona 021 076 9376 |
If they know the Sense Danger Talent (T-3) of the College of the Sorceries of the Mind, they may choose, instead, to learn the enhancement below.
Both cannot be chosen. The calculator must decide which they will learn.
Sense Danger (T-3) v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' 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.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.