Flamis' Award
Back to Awards
Award
Flamis has spent 10 weeks on adventure and may advance Talents by 10 Ranks. By virtue of the magicks of the Bishop's library, she has 20 normal weeks of training which can be spent on the acquisition of 'knowledge'. Skills affected are Alchemy, Astrology, Mechanician, Philosopher or Herbalist. Training in these Skills is compatible with training in magic in this particular place.
Salvage: 17,563sp
Less Guild Tax: 6,585sp
Experience: 59,246
Consumables
Potions
Greater Healing Potion
This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour.
If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp
Potion of Necrogeny
This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it becomes somewhat
resistant to:
Fear Effects Gains a 35% bonus to any Willpower check to resist fear effects,
caused by lesser Undead, hideous sights, etc. This Talent does not aid in resisting magical fear (e.g. Spell of Fear, Mass Fear Spell).
Infection The Adept reduces their chance of becoming infected by 25%.
Undead Draining Damage done due to the touch of a Greater Undead is reduced by 6.
Valuation: 2,500sp
Invested Gems
These gems have the listed Base Chance. It is modified by the user's Enchantment, not the investor's. A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.
Sunstone
Gem Valuation: 2,500sp
Quickness Rk 19 BC 77%
Flash of Light Rk 10 BC 50%
Whitefyre Rk 20 BC 61%
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Magical | Meta-magic | 12,500sp | ![]() |
Weapons
Trident of the Flames
The haft of this trident is made from the crystal bone of a chthonic demon and is highly magical. It is approximately six feet in length and an inch and a half in diameter. It weighs 2 lbs.
- +1 Rank to the effects of all Fire College Spells cast through it.
- Reduces the magic resistance of all targets (or entities in a target area) by 10% versus Fire College Spells cast through it. This effect is cumulative with resistance penalties in spell descriptions.
- The Fireball spell may be cast in a single pulse using the Trident, at a cost of 4 fatigue.
- When the Bolt of Fire spell is cast through the Trident, targeted entities resist for half damage.
- The size of all Fire Elementals summoned using the Trident is increased by 20 in all physical characteristics. Summoned Fire Elementals suffer a 20% penalty versus control by the holder.
- The Trident confers 20 points of Fire Armour continuously on the wielder. Should the wielder cast Fire Armour on herself, the spell will override the Rod's effect until it runs out.
- The Trident is a magical weapon which inflicts an extra point of damage and provides +10 to SC as a result of materials and crafting. Should a Weapon of Flame spell be cast on it, that spell's effects are increased by three ranks.
- Once a week the Trident may be used to open a Gate to a random point on the Plane of Elemental Fire. The Gate will remain for 20 pulses (100 seconds). It may be traversed in either direction. The Gate counts as a bonfire for the purpose of its effect on cast chances.
- It can store up to three different weapon spells, one on each of the Trident's tines, at the same time. Any weapon spell cast on the tine can be released as a pass action, and the duration of the weapon spell will start at that point. Only one weapon spell can be in effect at a single given time.
- Any entity that wields the trident may spend up to 10 EN (can be healed as normal damage) and a Pass Action which will allow them a negative (of the EN used) on their SC for the next EN used Pulses
- The trident can do both A and C class of Specific Grievous damage.
- The wielder increases their Defence by 2 (+2 per Rank in Trident). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 in Trident 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 Trident 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 Trident.
- The counterspells of one extra college may be cast on the staff, to the benefit of the wielder.
- 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 | Fascination | Cleansing Flame |
Wall of Fire | Firelight | Increase Temperature |
Create Smoke | Bolt Spells | Web spells |
- The wielder releases the spells stored by using a Cast Action. They are not Triggered.
Upated from Paul Schmidt's game Winter 799 &
Trials of the Trident, Jono Bean
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Formerly living | Fire | Quest | ![]() |
Silver Talons

This pair of silver talons weigh 2 oz. They may be attached to a crow, hawk or owl. A creature wearing these talons increases their Damage Modifier for claws by 2 and they inflict damage on creatures that require magic or silver weapons to hit. Any Adept who casts Spectral Weapon on the talons expends a single Pass Action, not a Prepare Action and a Cast Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Sin | 4,500sp | ![]() |
Mantlet Shield

This tower shield weighs 15 lbs, penalises MD by 4, and provides 7 points of Defence per Rank.
Once a day, it may be thrown to the ground (requiring a Pass Action), whereupon it will magically transform into a small, enamelled mantlet. This will provide 20 Defence as if from a sheltered hex (treat in all ways as shield Defence), and reduce all incoming damage to anyone in the sheltered hex by 1. This damage reduction will have no effect against magic like Hand of Death, Necrosis, Disruption or the like, or against the workings of disease and poisons.
The mantlet may be moved by main force,but whoever attempts to move it has their TMR halved, and, in any case, their maximum TMR is 4.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Perfidious Albion | Magical | Metals | 10,800sp | ![]() |
Armour
The Robes of Heartloss
Jewellery
Lantern Stone

This fire opal must be set in a gold chain that will bind the stone to the wearer's left palm. The chain must attach to a ring on the thumb, a ring on the little finger and a bracelet around the wrist. This will require the labours of an Artisan Jeweller or Goldsmith of Rank 4 who will spend 600 sp in materials. The finished jewel will weigh 4 oz.
If a Firelight spell is cast upon the stone it will disappear, an ethereal lantern rising from the wearer's palm. It has the appearance of a cylinder about 20 cms high and 8 cms across. The lantern, itself, is entirely visible but sheds an emanation that can only be seen by means of the Infravision Talent of the College of Fire Magics, racial talents will certainly not detect it. It can travel wherever the wearer wills, but must remain in line of sight, and its TMR is equal to the Rank of the spell. The lantern has a Defence of 20 (+1 per Rank) and any roll greater than 40 is always considered a miss. In addition, it may absorb 30 (+5 per 2 Ranks) damage before being dissipated. If it is forcefully dissipated, the opal will not reappear in the setting until the next dawn.
The emanation covers a volume of a hex at Rank 0. The radius is increased by 1 hex for every 4 Ranks in the spell.
The lantern will 'paint' this volume so that a Fire mage can see the features of the environment and anything in it. The emanation can penetrate Darkness and reveal things that are Blended or Invisible if they are of lesser Rank. Although Walking Unseen will not be revealed directly, things that are under the effect of that spell will always create a shadow that is obvious to any form of Infravision. Nevertheless, the features of the entity covered by Walking Unseen cannot be identified by this means.
Note: The lantern is not a source of light.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Fire | 13,850sp | ![]() |
Miscellaneous
Crystal Eye of Mana Sense

This crystal eye is about 2 centimetres long and has no encumbering weight.
To empower it, a Ritual of Creating Crystal of Vision as well as a Ritually Prepared spell of Mana Sense must be cast upon the eye at the same time. Once this is done, once a day, for a period of 5 (+ Rank in Creating a Crystal of Vision) minutes, the eye may be seen through as if the viewer had Mana Sense.
The Rank of the Mana Sense is the same as the Ritual of Creating Vision (and may be increased by subsequent castings of the Ritual).
The eye may be configured in one of three ways:
- Inserted into an eye socket
- which will require the arts of a Rank 10 Healer, who will charge 15,000sp for their labours. In addition, they lose 1 EN in the process, which may be bought back in the usual way. It requires a Free Act to trigger the Mana Sense effect.
- Made into a monocle
- which will require the arts of a Rank 7 Mechanician (optics)who will charge 8,000sp for their labours. If the monocle is Prepared, i.e. the monocle is actually worn over the eye, it requires a Pass Action to trigger the Mana Sense effect.
- Made into a quizzing glass
- which will require the arts of a Rank 5 Jeweler who will charge 1,500sp for their labours. The quizzing glass must be Prepared and then a Cast Action used to trigger the Mana Sense effect. The Mana Sense effect ends if the glass is taken away from the viewer's eye, so effectively, one of the viewer's hands is occupied holding the glass.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Spring 811 | Nualis | Magical | Divination | 8,950sp | ![]() |
Brazen Flying Cup

This brass locket weighs 4 oz and is about 10 cms across. It contains a clockwork movement with tiny, delicate gears and levers.

If 1 EN is sacrificed to the locket, and 1 week of time spent learning how to manipulate the gears and levers in the right way, then a brass cup about 3 feet across (+1 ft per 3 Ranks in Mechanician) and weighing 75 lbs (+20 lbs per Rank in Mechanician) folds out of the locket. It has a Defence of 10 (+ Mechanician Rank) and Protection of 4 (+1 per 2 Ranks in Mechanician). The cup will be able to bear a load no greater than 150 lbs (+40 lbs per Rank in Mechanician).
Three brass balls rise from the bottom of the cup to a height of 8 ft, and each of them is a legal target for the Increase Temperatures spell. An horizontal wheel is also set into the base of the cup, and this is a legal target for the Wildfires spell.
If Increase Temperature is cast upon the balls (requiring 1 Cast Action but 3 FT), then the cup will rise up into the air at a rate of 1 foot in the first Pulse, 2 ft in the second Pulse, 3 ft in the third Pulse up to a maximum of Rank in Increased Temperature per Pulse.
If Wildfires is cast upon the horizontal wheel, then the brazen cup gains a lateral TMR of 4 (+1 per 3 Ranks). The cup can be moved at 30 miles per hour (+1 per Rank) but at any height of less than abour 50 metres above the ground will require a Flying Skill check every Pulse.
The damage capacity of the cup is 50 (+10 per Rank in Mechanician). Reduction to damage capacity persists until repaired. However, if the cup damage capacity is greater than 25, then the damage is considered superficial and it can still be flown. If the damage capacity is less than 25 then it is no longer structurally sound and will descend to the ground. Every Pulse spent solely flying allows the Mechanician a Flying check, success indicating that the cup behaves as if the damage capacity is 25 or greater for the next Pulse.
For every hour the Mechanician spends repairing superficial damage, D10 is restored, and this costs nothing. However, when the cup has suffered structural damage (reduced below 25 damage capacity), then sufficient brass materials must be made or bought, which will cost 200sp per point restored.
The cup provides no cover to attacks from above. However, if the attack is delivered at the same height, increases Defence for those inside the cup to attacks at the same height by 20. If the attack comes from below, then the cup takes the damage first.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Perfidious Albion | Magical | Artificing | 13,115sp | ![]() |
Brazier of Revelation

This brazier is made of brass, and weighs 4 lbs. If an Adept successfully performs a ritual of Flame Sight over an item, object or place, and burns within the brazier an oz of musk and an oz of poppies (costing 100sp), then the results will be as if they had cast a Ritual of Divination of the College of Naming Incantations. If they burn an oz of Frankincense (costing 300 sp), then the results will be as if they had cast a Ritual of Ancient Divination of the College of Naming Incantations. In neither case will the item to be Divined be destroyed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Divination | 9,750sp | ![]() |
Fiora's Wand of Dragonflames

This wand weighs 24 oz. It must be wielded in the caster's primary hand to be effective, and it takes a Pulse to Prepare.
If the wielder casts Dragonflames with the wand, then they may shorten the range of the cone, without also reducing the base. Thus, if the wielder's Rank with the spell was 20, the attack geometry would be 20 feet long with a base of 35 feet. Note that the minimum length of the cone is 20 feet.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Fire/Fascination | 9,750sp | ![]() |
Bathory's Veils

These veils weigh 2 oz, the entire set weighing 14 oz in total. They are worn around a woman's head and shoulders.
Wearing these veils allows the wearer a second Resistance check against that arises from, or forces them to perform a Deadly Sin. These are sins of:
- Lust
- Gluttony
- Sloth
- Despair
- Wrath
- Envy
- Pride
Tearing a veil is a Free Act.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Mind/Illusion | 1,000sp | ![]() |
Spell Rack - Flamis' Lamp

This lamp weighs 2 lbs and is a Spell Rack.
While the lamp is lit (Firelight will work), a special reserve of mana that can be used for casting Fire magic may be accessed. This reserve may be drawn from the lamp even if the environment would not normally allow it (e.g. if the Adept is underwater or in a vacuum). This means that a spell cast this way will take normal effect. It does not allow casting when bound or physically prevented from casting.
The lamp contains a maximum of 12 points of Fire mana, which refreshes at noon on Sunday.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Previously living | Meta-magic | 2,500sp | ![]() |
Lore
Copper Scroll: Plans for a House of Life

These plans show how to make a building containing resurrection chambers. All building must be completed within three months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
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.

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.
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:
- 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).
- 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.
- Obviously, the resurrectee's itemry will be lost unless other means supervene.
- 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.
- 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.
- 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.
If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Resurrection | Quest | ![]() |
Copper Scroll: Of Discipline & Mental Fortitude

24 hours after this scroll is opened, it will crumble to a greenish dust.
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | None | Discipline | Quest | ![]() |
Abilities
Fireball-Stormfury
Name: Stormfury
Spell: Fireball
Effects: This incantation of the spell makes the Adept the centre of a Fireball spell which does them no harm. In addition to any fire damage, it will detonate with concussive force knocking any two-legged creature over within the Area of Effect that does not Break 100 + 2 x PS. Four-legged creatures are entitled to Break 100 + 3 x PS.
This incantation of Fireball will expand to fill a volume, so it is wise to precalculate this.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Meta-magic | Quest |
Fireball - Orbs of Flame
Name: Orbs of Flame
Spell: Fireball
Effects: 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's Eye, Waters of Vision etc, but not Telepathy).
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.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Meta-magic | Fire | Quest |
Smoke Form

Range: Self, touch at Rank 11+
Duration: 5 seconds + 5 / 2 Ranks
Experience Multiple: 325
Base Chance: 20%
Resist: Active & Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: When this spell is cast the target (and possessions) turn into a cloud of smoke that smells strongly of burning. The target may be affected by magic spells. Normal or silvered weapons do not harm the target, but magical weapons may. The target may not use any possessions such as weapons, nor may the target cast or trigger magic. Magical or Racial Talents may be used however. The target may move up to TMR 2 in any direction and pass through any opening that is not airtight. When the duration of the spell expires, the target will reform in the nearest hollow space large enough to accommodate the target's body.
The spell must be stored in a spell rack via Ritual Spell Preparation before it can be cast. Since it takes no constraints, it does not unrack in the normal course of events. It constitutes a Special Knowledge spell of the Adept's College, and is not teachable.
Adventure | Season | Nature of Magic | Signature | Value | GM |
Brides of Blackrod | Autumn 811 | Transformation | Fire | Quest |
Lava Skin

Range: Self
Duration: 30 minutes (+30 minutes/Ranks)
Experience Multiple: 225
Base Chance: 30%
Resist: None
Storage: Potion
Target: Entity
Effects: The Adept is covered in hot, sticky lava. Once per Pulse, requiring no Action, the Adept may choose to have their skin erupt with prominences of lava. Anyone who shares the same hex as the Adept must make a Magic Resistance check every Pulse. Those who fail take 1 (+1 per 2 Ranks) fire/heat damage.
If the Rank of the spell is higher than 10, then their Magic Resistance is halved.
If the Rank of the spell is Rank 20, D10 is added to the damage.
They may set flammable objects alight if they share the same hex at the DM's discretion.
The spell must be stored in a spell rack via Ritual Spell Preparation before it can be cast. Since it takes no constraints, it does not unrack in the normal course of events. It is a Special Knowledge spell of the College of Earth Magic, and is not teachable.