Grendel's Award Sixteen Quarters of Time
Return to The Sixteen Quarters of Time
Grendel returns to the Guild on 13th of Heat 812 WK
He spent 43 days away from the Guild.
- He may
- advance any Talent 7 Ranks.
- He has been immersed in these languages
- Thari - 2 weeks
- Lamethian - 2 weeks
- Albionian - 4 weeks
He may include the time associated with each language as part of his training time.
- Grendel has earnt
- 16,000sp cash
- Nett value of loot
- 141,600sp
- Cash adjusted for Guild Tax of 10%
- 1,840sp
Consumables
Brimstone x 3
This pot weighs 4 oz and contains a reddish-brown dust.
If the Brimstone dust is scattered when a teleportation effect is invoked, then, so long as the destination is off-plane, range limits are ignored.
It may be used with Rune Portal, the Translocation incantation of Fire Arc, the Torc of Teleportation and similar magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | 7th Plane | Magical | Portals | Quest | Jim Arona 021 076 9376 |
Avoid Fate Trump
This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Dilemma Trump
This trump may be played to answer any question they choose, once. The querent is advised to consider their question beforehand, since questions like "Can I ask whether or not opening this box will kill me?" will be answered in the affirmative.
Only one question may be answered, however, the querent may use it to gather such information as any single, standard, information-gathering ability will return, and this will be executed as a Pass Action. Abilities such as Divination, Sending, Waters of Vision (duration of 20 minutes), Location, etc. Telepathy is not allowed, however.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Potions
Potion of Reason Restored
This potion will restore the imbiber's reason if they succeed in a roll of 4 x MA. The potion weighs ½ lb and is considered Rank 20, with an MA of 30. The imbiber will glow brightly while their reason is restored. If the contents are poured into a grenado, it may be thrown at a hex, where it will burst shedding Rank 20 light in an area 25 ft across. Any creature that is considered an Aberration (e.g. Calamari, Wormskulls and the like) may be burnt, forced out of the current mundane plane, or slain. An entity who is insane but not an Aberration will be rendered catatonic.
In the Name of Chantris, I affix my seal: The Rt. Hon Bishop Rowan Velcanthus, S.C.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Alusia | Magical | Reason
|
5,000sp | Jim Arona 021-076 9376
|
Tincture of Aconite and Passionflower x 2
This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draught is 8.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Magical | Beautification
|
200sp | Jim Arona 021-076 9376
|
Healing Potion x 4
This potion weighs 4 oz. It will restore D10 + 8 EN lost as a result of taking damage.
This potion is fragile, and if it is worn openly on a belt or similar attachment, it may be Prepared and imbibed in 1 Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
400sp | Jim Arona 021-076 9376
|
Pot of Flesh x 2
This pot contains a pinkish, oozing mass and weighs 4 oz.
When it'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.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Regeneration
|
5,000sp | Jim Arona 021-076 9376
|
Stab-Curing Potion x 3
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
1500sp | Jim Arona 021-076 9376
|
Bash-Curing Potion
This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
2000sp | Jim Arona 021-076 9376
|
Slash-Curing Potion x 2
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
3000sp | Jim Arona 021-076 9376
|
Remnants
Eye of Flame x 2
This eye can be exchanged for 5 Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Fire | 200sp | Jim Arona 021 076 9376 |
Shunning Eye
This eye is an antagonistic eye.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Shunning | 400sp | Jim Arona 021 076 9376 |
Forest Dragon's Teeth x 26
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:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
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.
It takes a Pass action to sow the dragon'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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Calling
|
500sp each | Jim Arona 021-076 9376
|
Shriveled Heart of Resurrection
This dried and shriveled heart weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to heal the victim.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Healing
|
7000sp | Jim Arona 021-076 9376
|
Investeds
Ice Wand of Ray of Cold
Range: 255 feet
Duration: Immediate
Cast Chance: 75%
Resist: Passive
Target: Entity, Object
Effects: Triggering this wand projects a blast of intense magical cold at the target. The ray of cold will impact either on the target or on the first obstruction blocking the path from the Adept to the target. Anything struck
by the ray must either resist or suffer [D + 16] damage (resist for half damage).
The Cast Chance is modified by the MA and Enchantment(s) of the wielder, not the investor, and any situational modifiers that affect Ice College magic.
Charges
6 | 5 | 4 | 3 | 2 | 1 |
The wand is 30 cms long and will drip constantly but not change its length substantially. However, whenever a charge is used, the length will diminish by 5 cms. It encumbers as if it weighed 12 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Urania | Magical | Cold | 13,500sp | Jim Arona 021 076 9376 |
Weapons
Fire Lance
This long, slender weapon weighs 7 lbs. It require PS 14 and MD 15, and is treated in as if it were a Crossbow.
It takes all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignores Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 60 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the roll hits, but is in the range of a Fumble, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 8,000sp | Jim Arona 021 076 9376 |
Armour
Mr Wulf's Fur Coat
This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Uranus | Living non-sentient | Disguise
|
12,000sp | Jim Arona 021-076 9376
|
Jewellery
Amulet of Karistocles
This amulet must be worn openly to be effective, although anywhere on the chst will do. It weighs 4 oz.
The wearer subtracts 5 from the result of their die roll when making a Magic Resistance check. This will not stack with other subtractions from the die roll, the greatest subtraction will apply, however.
Note: This does not increase Magic Resistance. Since Magic Resistance is not increased, neither is Active Magic Resistance. On the other hand, the 5 point subtraction from the die roll is not affected if the wearer's Magic Resistance is halved etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Construct | Galvanism | 12000sp | Jim Arona 021 076 9376 |
Miscellaneous
Chain of Astrological Movement
This chain is 6 metres long and weighs 20 lbs.
If the chain is held by an Astrologer, and attached to an object or entity stasised or otherwise frozen in time, then they may adjust their position by sliding them along the Hours of the Day or Night.
The maximum rate of movement possible while negotiating the Hours is 25 yards per minute per Rank in Astrology (1 TMR per 2 Ranks). The FT cost per hour of movement is reflected in the table below:
Hour | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
FT Cost | 0 | 2 | 2 | 4 | 6 | 10 | 16 | 26 | 42 |
This schedule will reset at dawn so breaking the movement into smaller periods does not avoid the greater FT cost.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Astrology
|
12000sp | Jim Arona 021-076 9376
|
Witch Gauntlet
This gauntlet is made for the right hand appears to be made from leather and bronze. It weighs 1 lb.
To activate the gauntlet, the wearer's right hand must have 5 fingers and a thumb. This may achieved by curse, birth defect or witch mark. However, in the last case, such a person will count as a witch, regardless of their gender. They are vulnerable to witch salt, having copper nails driven into their footprints and can be detected by witch smellers etc. The Witch Gauntlet magically raises the paranoia level of the common folk so that any oddity may be looked upon with gnawing suspicion.
Note that, while it is worn, the wearer's hand appears only to have four fingers and a thumb, although of somewhat menacing aspect. Largely, the existence of the appropriate number of fingers will not likely dissuade the suspicions of most observers.
When the gauntlet is active, the wielder may charge the gauntlet with any Pass Action that they could reasonably execute with that hand (and the arm associated with it). This can be executed, for example, when the wielder is stunned, unconscious or otherwise unable to normally execute such a Pass Action.
Specific Grievous Injuries which attack the hand or arm will be deemed to render the gauntlet inoperative until the wound is cured.
The wielder must perform a Witch Rite under the Dark of the Moon to charge the gauntlet, whereupon they will be unable to change it until the next Dark of the Moon.
Pass Actions that the wielder might charge the gauntlet with:
- take a Potion (from the wielder's belt, and consume it)
- draw a weapon
- set off a grenado
- anything else that the DM will allow
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Witchcraft
|
12000sp | Jim Arona 021-076 9376
|
Portable Athanor
This alchemical device weighs about 20 lbs. While an Alchemist uses it, they are considered to be in their laboratory and can prepare any product that they have the resources for.
If they are actually in their laboratory, their effective Rank in Alchemy is increased by 1 and they can produce alchemical products in half the normal time. This does not allow a Rank 4 Alchemist to learn how to make products that they do not know how to create. It does improve the virtue of these products where appropriate.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Alchemical
|
12000sp | Jim Arona 021-076 9376
|
Cube of Earth
This solid cube is formed from flaking greenish stone which is bound by four straps of black metal. Something turgidly fluid roils at the centre of the. Each edge is about 12 cms long, and it weighs 14oz.
By casting the Ritual of Binding Wills, the bearer may Bind Earth as if they were a member of the College of Earth Magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Magical | Earth
|
Quest | Jim Arona 021-076 9376
|
Bandersnatch Pot x 80
This small pot will hold a volume of about 4 oz of water. It weighs 3 oz additional to the weight of the material carried inside.
It is extremely non-reactive, being able to contain aqua regia or jabberwock blood without degrading.
It will hold Form Without Substance for one week.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Formerly living | Resistance
|
300sp | Jim Arona 021-076 9376
|
Phylactery of Strength of Stone
This is a scroll that appears to be itemised so as to form a brooch. Strength of Stone has been invested in the phylactery at five times the normal cost. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage
|
20,000sp | Jim Arona 021-076 9376
|
House of Life
Grendel has built a House of Life at ________________________, which will receive his spirit and regenerate his form should he be so unfortunate as to require it. The following conditions apply:
- He must sacrifice 3 EN to the chamber.
- Subsequently, if he dies, then his spirit will travel back to this House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
- Obviously, Grendel's itemry will be lost unless other events supervene.
- In the event that Grendel 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 Grendel dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then he os 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 |
16 ¼ s of Time | Summer 812 | Land of Fable | Magical | Resurrection | Quest | Jim Arona 021 076 9376 |
Lore
The Formulae of Creating Great Gems
Creating a Great Sapphire
The creation of a Great Sapphire is a Masterwork Alchemical Operation for Rank 9, and on the first occasion does not cost Experience. Subsequent Sapphires always cost 14,500 Experience to create.
It takes nine weeks to make the Sapphire and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 14,500 Experience, they will achieve Rank 9 in that profession, if they are not already .
A Great Sapphire can be cut to create one amulet of three different kinds:
The Amulet of Vision
This amulet adds 10 to the Base Chance of Catsight, Dark Vision, Detect Aura, Detect Enchantment, Enhanced Vision, Flame Sight, Interpret Runes and Symbols, Location, Mana Sense, Night Vision, Reading the Night Sky, Rune of Truth, Runes of Sight, Second Sight, True Seeing, Visitation, Waters of Vision, Witchsight or Wizard's Eye.
The Amulet of the Astral
This amulet adds 10 the Base Chance of Banishment, Rune Portal or Teleportation magic.
The Amulet of the Open Eye
This amulet is a focus for the Talent Enhanced Vision.
Three Sapphire Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells: Catsight, Dark Vision, Detect Aura, Detect Enchantment, Enhanced Vision, Interpret Runes and Symbols, Location, Mana Sense, Night Vision, Rune of Truth, Second Sight, Visitation, Waters of Vision, Witchsight or Wizard's Eye.
Creating a Great Ruby
The creation of a Great Ruby is a Masterwork Alchemical Operation for Rank 10, and on the first occasion does not cost Experience. Subsequent Rubys always cost 17,000 Experience to create.
It takes ten weeks to make the Ruby and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 17,000 Experience, they will achieve Rank 10 in that profession, if they are not already .
A Great Ruby can be cut to create one amulet of three different kinds:
Siege Master's Amulet
This amulet adds 15 to the wearer's chance to Perceive Tactics whenever they are in a siege. In addition, they add 15 to the Magic Resistance against any attempt to confuse them with mazes and labyrinths. This applies to the Maze spell, as well.
Ruby of the Speaking Beast
If this ruby is ground up and added to the food of an animal, they will become a Speaking Beast. Speaking Beasts know the languages of their own kind at Rank 8 or maximum, whichever is lower, and 1 Rank lower in the language of the one who fed them. If they were already a Speaking Beast, then they may learn a spell.
Ruby Pommel Stone
This stone must be set into the pommel of a sword to be effective. It will not be effective in any other kind of weapons. Daggers and Mains Gauche do not count, either.
If this is done, the wielder of that weapon is entitled to an extra Attack at half their Engaged Initiative value.
Three Ruby Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells that generate Defence (e.g. Armour of Earth), or that increase PS or EN (e.g. Strength of Stone or Strength of Darkness).Immolation, Quickness or Resist Pain.
If the waters of all three gems are poured together, then 27 alchemical liquors are produced. If an Alchemist is attempting to make a potion and they use one of these liquors, they will not need a laboratory and the work will be completed in 8 hours. Unless the magic is known by the Alchemist, the assitance of an Adept is still required.
Adventure | Season | Nature of Magic | Value | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Alchemical | Jim Arona 021 076 9376 |
The Consummation of Fire and Water
Rank 10 Alchemy
This requires mercury, sulphur and powdered salts of opal in sufficient quanitiy that it costs the Alchemist 1,500 sp, one Fire and one Water. It must be begun on a Friday by the hour of the Seven Sisters and be completed no earlier than the hour of the Sun on the next Sunday. This will make enough to fill an 8oz phial. 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.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses.
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through
- ¼ inch of metal or stone per pulse.
- 1 inch of material like wood or bone per pulse.
- 1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.
The formula is teachable, but whoever teaches it must expend 14,500 Experience for each Alchemist taught.
Adventure | Season | Nature of Magic | Value | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Alchemical | Jim Arona 021 076 9376 |
The Formula of the Suspension of Fire onto Water
Rank 9 Alchemy
This requires mercury, sulphur and salts of tin, distilled and suspended in oil of rosemary in sufficient quantities to cost the Alchemist 250 sp to create enough of the preparation to fill a silver thimble. It must be begun on the second Saturday of the month by the hour of the Scorpion and be completed no earlier than the hour of the Waterbearer on a Monday. Thereafter, the oil may be poured:
- 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.
- into the right eye so that any visual obscurement, 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.
The formula is teachable, but whoever teaches it must expend 14,500 Experience for each Alchemist taught.
Adventure | Season | Nature of Magic | Value | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Alchemical | Jim Arona 021 076 9376 |
Abilities
The Enhancement of the Midday Sun
Grendel's Second Sight has been enhanced so that he may see into the Astral realm of Midday. So long as his Rank in Second Sight is equal or greater than the Rank of a Light spell, it is no brighter for him than as if it were noon.
- He must be on a plane that is adjacent to the Astral
- It may not occur in the Absolute Hour of Midnight (half an hour before or after the stroke of midnight)
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Wall of Force
Range: 10 feet + 10 ft / Rank
Duration: 10 minutes + 10 mn / Rank
Experience Multiple: 450
Base Chance: 20%
Resist: None
Storage: Investment
Target: Area
Effects: This spell conjures a wall of shimmering force that is 10' high, 20' long and 2' thick, or a dome 15' high with a 10' diameter. The wall is visible, but does not obstruct vision. The Adept may choose to increase the height, diameter or length of the wall by 1' for each Rank the Adept possesses in the spell.
The wall may not be created on top of an entity, and is subject to the usual restrictions as physical walls (even though it is not a physical wall spell).
The wall affects those attacks that must pass through the wall itself. The Rank of the Wall of Force is subtracted from the damage, and the remainder is reduced by 10%(+ a further 10% for every 5 Ranks in the spell).
The wall acts as a barrier to any attack, magical or otherwise, which must physically cross it, e.g. missile and thrown weapons, bolt spells, Fireball, Dragonflames, a basilisk's gaze, a dragon's breath, Telekinetic Rage. It does not have an effect on Hellfire, Disruption, Putrid Wound, Necrosis, Hand of Death, Phantasm, Spectral Warrior or Nightmare Illusions.
In addition, it hinders the passage of any entity trying to pass through it so that they must use up as many hexes of TMR as the Adept has Ranks before they can pass through it.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Combat Teleport
Experience Multiple: 300
Effects: Each day, dawn to dawn, Grendel is entitled to teleport Rank + 1 hexes (thus, 21 hexes at Rank 20) but no more than 1 hex per 3 (or fraction) Ranks in a Pulse. This requires no Action and behaves in many ways as if it were part of his 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 disoriented until the end of that Pulse.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Mental and Physical Fortitude
This character 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.
This costs 3 EN which may be bought back in the usual way.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Control Person - Dominate Will
Spell: Control Person
Effects: When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Hypnotism - Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Waterproofing - Minor Area of Effect
Spell: Waterproofing
Effects:The spell affects all legal targets within a megahex.
Cost: 500
Constraints: The spell must be cast at a single hex, unracks the spell.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Empathy - Guardian Angel
Spell: Empathy
Effects:The effects of this incantation persist for 1 Pulse (+1 per 5 Ranks). Instead of healing damage, the spell prevents the target from taking damage until the effect expires or they receive sufficient damage to exhaust it's magic. The Guardian Angel can absorb as much damage as twice the FT spent by the Adept during the casting of the incantation.
Cost: 1500
Constraints: Reduces FT value by 3, unracks the spell.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |