Into the Dark Continent Treasure Page

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Consumables

Grenadoes

Amulets

Trumps

Sticks

Potions

Healing Potion of Steadfastness x 4

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). It

  1. heals 3 rollup D10 +10 Damage
  2. increases PS, MD, AG and EN by 4 beyond personal and racial maximums for 5 minutes
  3. halves all damage taken for the rest of the Pulse it was taken and the one following it.

Mana Flame Potion x 3

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). It

  1. reduces the cost of Casting Fire magic by 1, to a minimum of 1
  2. 1 extra Magical Action per Pulse

These effects last for 12 Pulses

Mana Strike Potion

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). It

  1. increases the Rank of all spells by 5
  2. changes a Double Effect to fall on 20% of the modified Cast Chance, and a Triple Effect to fall on 10%.

These effects last for 12 Pulses

Phoenix Potion x 3

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). It is the same as a Rank 10 Trollskin potion, except that it will also cure EN damage from fire.

Quick Cast Potion x 5

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc). Whoever drinks this potion gains Rank 10 in the Quick Cast Talent of the College of Naming Incantations, which will last for 8 hours.

Restorative Potion x 3

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 8, inflicts 10 EN and restores 20 FT.

Restorative Potion x 7

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 20, inflicts 22 EN and restores 44 FT.

Trollskin Potion x 3

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
The Trollskin is Rank 10.

Chaos Blood x 4

This bronze container weighs 12 oz and must be Prepared before it may be used. While concentration is maintained, the "potion" within reduces the quality of magical and physical attacks one step so that a FT blow becomes a miss, a blow directly to EN becomes a FT blow and a possible Specific Grievous injury becomes a blow directly to EN. This may be maintained for no longer than 12 Pulses. If a second blood is taken before the next dawn, a Break 100 -> EN must be successfully made. Failure indicates death. Any entity resurrected from this will attract a chaos feature in the form of a doom.

Poisons

Invested Gems

Other Invested Items

Spectral Purse

This purse contains 1 charge of a Spectral Death Knight with the following characteristics:

Movement Rates
"3-Dimensional Movement": 650 yards per minute
PS: 45 MD: 25 AG: 25 MA: 0 EN: 50 FT: 75
WP: 25 PC: 25 PB: 1 TMR: 13 NA: Plate absorbs 12 DP
Weapons
The Death Knight attacks with a two-handed sword that always hits inflicting 2 rollup D10 + 20.
Two-handed Sword, Automatic, 75 IV, [3 rollup D10 + 20]

The Death Knight has a Defense value of 75 and Magic Resistance of 45%, but may only be targeted by damage magic, ignoring Specific Grievous Injuries. This means that it may not be dissipated by means of a Special Knowledge Counterspell of the college of Necromantic Conjurations.

Crystals

Charms

Other

Metal

Weapons

Light Mace

This light mace has a bell shaped hilt, weighs 2 lbs, requires 13 PS and 9 MD. The base Strike Chance is 61, base damage is 2 rollup D10 + 1 and increases the wielder's Parry calculation by 1 (+1 at Rank 3). Strike Chance increases by 4 at Rank 1, 5 at Rank 2, 6 at Rank 3 and so on.
If the wielder is struck by lightning and does not Resist, they increase their Initiative Value by the amount of damage they have taken, unless that would kill them, and damage increases to their Rankin Mace. In other words, if they are Rank 4 in Mace, damage would be 2 rollup D10 + 2. If they are struck by lightning for 12 points of damage, they increase the mace's damage by another 4 points. Both effects last until the lightning damage is used up or at the end of 12 Pulses, whichever comes first.


Bronze Daggers x 2

These bronze daggers weigh 10 oz each. The base Strike Chance is 53%, and base damage is 1 + (1 on a D10 roll of 1, 3 on a D10 roll of 2 or 3, 6 on a D10 roll of 4, 5 or 6 and 9 on a 7 or higher).

Brace of Hawk Axes

This pair of hand axes weighs 4 lbs in total. The heads are made from amber held in stasis and are unbreakable by any means short of the divine, diabolic or immersion in a volcanic crater. The head will only accept a haft of wood, otherwise its magical properties will not work.
The base Strike Chance of each axe is 53% and the base damage is 1 rollup D10 + 1, any roll of 1 being considered a 10 and the range is 12 hexes. These weapons do not attract range penalties. In close or in melee combat, the wielder may add 1 point of damage for every 5 points of PS in excess of 8, however the axe haft will automatically break if PS in excess of 33 is applied.
While the left axe is held, the wielder may take a Pass Action and have the right axe transform into a hawk:

Description
The hawk is almost 2 ½ feet in length, its feathers being primarily brown, although the belly is pure white and some of the tail feathers are black. The sharp beak and claws are black.
Abilities
The hawk has excellent eyesight, able to see 10 times better than a human.
Movement Rates
Flying: 1100
PS: 6 MD: 20 AG: 22 MA: 0 EN: 7 FT: 11
WP: 10 PC: 21 PB: 12 TMR: 22 NA: Feathers absorb 1 DP
Weapons
The hawk may attack with beak and two talons without penalty. They will Charge and may Close from hundreds of feet above without warning.
Beak: BC 65%, [1 rollup D10 + 3, all 1s count as 10s ], A Class, Melee, Close, Rank equal to wielders Rank in hand axe
Talons: BC 80%, [1 rollup D10 + 2, all 1s count as 10s], B Class, Melee, Close, Rank equal to wielders Rank in hand axe

Although not sentient, the hawk is preternaturally aware and gains the +20 to Magic Resistance of a sentient non-mage. The hawk dissipates if it takes enough damage to destroy it or if the wielder is no longer holding the left axe in their left hand. The hand axes are legal targets for weapon spells, and this applies to the hawk's Strike Chance and damage as well.

Serpentine Scimitar x 4

This scimitar weighs 2 lbs, the hilt adorned with a large serpentine. The base Strike Chance is 67%, base damage is 2 rollup D10 + 3 and Engaged Initiative is increased by 13. The damage may never be increased as a consequence of greater PS with this weapon. However, for every 10 points the wielder reduces their Engaged Initiative, they may increase the weapon's damage by 1. This must be declared in the Military Scientist Time Out phase of combat.

Snakeblade x 4

This scimitar weighs 2 lbs. The base Strike Chance is 61%, base damage is 2 rollup D10 + 2 and Engaged Initiative is increased by 7. The damage may never be increased as a consequence of greater PS with this weapon. Once a day, resetting at noon, the wielder may choose to win Initiative.

Broadsword of the Covenant of St. Mark

This broadsword weighs 2 lbs, has a base Strike Chance of 61%, base damage of 2 rollup D10. This weapon allows the wielder to advance their Rank to 7 at a cost of 1,800 Experience and 14 weeks of weapon training time. At the end of this time, the blade rusts to brownish flakes.

Broadsword of the Holy Mother Church

This broadsword weighs 2 lbs, has a base Strike Chance of 61%, base damage of 2 rollup D10. Whenever the wielder inflicts a blow directly to EN, they heal 1 point of damage. If they inflict a Possible Specific Grievous injury, they heal 3 points.

Shortsword of the Covenant of St. Mark

This shortsword weighs 20 oz, has a base Strike Chance of 59, base damage of 1 rollup D10 + 3, all 1s counting as 10s. This weapon allows the wielder to advance their Rank to 7 at a cost of 3,000 Experience and 14 weeks of weapon training time, then Rank 8 at a cost of 3,000 Experience and 16 weeks of weapon training time. At the end of this time, the blade rusts to brownish flakes.

Shortsword of the Holy Mother Church x 2

This shortsword weighs 20 oz, has a base Strike Chance of 59, base damage of 1 rollup D10 + 3 and 3 points of Penetration (meaning it ignores the first 3 points of Protection). It inflicts A or B Class injuries and may be wielded in Melee or Close.

Giant Bill Hook

This pole weapon is a bronze, serrated pruning hook attached to a wooden, is sized for a multi-hex giant and weighs 14lbs. The base Strike Chance is 71%, base damage is 1 rollup D10 + 10, and it inflicts A & B Class Specific Grievous injuries, but with these entries on the table:

26 - 28 Bad luck! Your secondary hand has been severed at the wrist. Take 2 Damage Points to Endurance immediately and 1 point per pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Healer of Rank 0 or above. If you live, reduce your MD by 2.
29-32 Worse luck! Your primary hand has been severed at the wrist. Take 2 Damage Points to Endurance immediately and 1 point per pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Healer of Rank 0 or above. If you live, reduce your MD by 2.
33 & 34 Your secondary arm is sliced off at the shoulder. Take 5 Damage Points immediately from Endurance and 1 per pulse thereafter from Fatigue (Endurance when Fatigue is exhausted) until you

are dead or the bleeding is staunched by a Healer of Rank 1 or above. Reduce your MD by 2 and your AG by 1.

35 & 36 The same as 33 & 34, except it's your good primary arm that has been lopped off.
41 - 45 A slash along your primary arm, and it's a bleeder! Take 2 Damage Points immediately from Endurance and lose 1 point from Fatigue (Endurance when Fatigue is exhausted) each pulse until the bleeding is stopped by a Healer of Rank 1 or above or you die
46 - 50 A slash along your secondary arm, and it's a bleeder! Take 2 Damage Points immediately from Endurance and lose 1 point from Fatigue (Endurance when Fatigue is exhausted) each pulse until the bleeding is stopped by a Healer of Rank 1 or above or you die

A two hex giant who wields this weapon adds 1 rollup D10 to the damage (for 2rollup D10 + 10 base damage), while a three hex giant adds 2 rollup D10 (for 3 rollup D10 + 10 base damage). It may be Ranked for the same time and Experience Cost as a Giant Axe.

Giant Short Sword

This short sword is made from elemental bronze. The blade, alone, is 6ft 10in in length, although it only weighs 8lbs. In the hands of a multi-hex giant it is a short sword:

base Strike Chance of 67%, inflicts base Damage of 1 rollup + 11 and inflicts A & B Class injuries.

. In the hands of a humanoid of size 6 - 9, it is a 2 handed Sword.

base Strike Chance of 67%, inflicts base Damage of 1 rollup + 8 and inflicts A & B Class injuries.

This weapon is Ranked as a Short Sword.

Prime Testudo

This shield looks very like a tower shield, except that the curve is pronounced enough that it may act as a forearm guard for a three hex or greater humanoid. It weighs 25 lbs and provides 6 points of Defense per Rank. Humanoids of sizes less than 6 are too small to effectively wield it. The shield penalises MD by 4 for humanoids who are less than 3 hexes, by 3 for those that are less than 4 hexes and by 2 for those less than 5 hexes.
Incoming damage, excluding that caused by magic like Putrid Wound, Disruption, Necrosis or similar magic, is ignored if the value is prime.

Armour

Robes of the Mystic

This robe of grey hempen cloth is size 6 but may be cut down to fit smaller races. It has been bathed in, among other things, the heated oil of a black dragon's liver until it has the texture of pebbled canvas. It has a weight factor of 2, provides 4 points of Protection, 8 points of Spell Armour, 7 points of Damage Reduction and +10 Stealth.

Bracer of Enhancement

This scaled bracer of the right forearm was made from 73 scorpion shells and weighs 14 oz. It provides 5 Defense, 1 point of Protection (to a maximum of 12) and 1 point of Spell Armour (to a maximum of 14) . The wielder may add 1 for every 3 full Ranks in Unarmed Combat to the parry calculation.
If the wielder Prepares a spell twice, they may increase its Rank by 1, even beyond 20.

Catskin Armour x 2

This soft leather armour is sized for a humanoid creature of size 6 and has a weight factor of 2. It provides 5 Protection, has no AG penalty, and provides +10 to Stealth. Any Natural Armour the wearer has becomes Damage Reduction whenever this armour is worn.

Restorative Serpent Scale Armour

This Serpent Folk armour is most like a lorica of scale of size 6, provides 7 Protection, 1 Damage Reduction, 3 Spell Armour and +11 Stealth. It penalises AG by 1 and has a weight factor of 3. Whenever the wearer takes a Healing Potion, they recover 1 extra point of FT.

Regenerative Serpent Scale Armour

This Serpent Folk armour is most like a lorica of scale of size 6, provides 7 Protection, 1 Damage Reduction, 3 Spell Armour and +11 Stealth. It penalises AG by 1 and has a weight factor of 3. Whenever the wearer takes a Waters of Healing Potion, they also receive a Trollskin spell of the same Rank.

Snake Scale Armour x 2

This Serpent Folk armour is most like a lorica of scale of size 6, provides 6 Protection, 1 Damage Reduction, 3 Spell Armour and +7 Stealth. It penalises AG by 1 and has a weight factor of 3.

Firescale Robes

This robe set with iridescent red and orange scales is size 6 and has a weight factor of 1. It provides 3 Protection, 1 Damage Reduction and 4 Spell Armour. It reduces the FT cost of Casting Fire spells by 1 to a minimum of 1

Miscellaneous

Preserved Square Head

This head has had a version of Petit Mort Cast upon it and while it is in place, it will not die. It weighs 11 pounds, is covered in clammy moisture and is cold to the touch. While not actually dead, it is, however, in no state to engage in social interaction until a Ritual of Binding Wills or an Animation of the Dead spell is cast upon it, whereupon it will whisper sinisterly.
It will teach these sorceries.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Dark Continent Summer 817 Nualis Long living sentient Necromantic 18,750sp px50 Jim Arona 021 076 9376

Fetishes

Hawk Feather Fetish

These three hawk feathers may be bound into a fetish by anyone who can make amulets. This will take 3 days and they will usually charge 1,000 sp for their time. The fetish need not be displayed, but must be borne. It allows the bearer to speak with and understand hawks and falcons (but not owls and eagles) for 20 minutes a day. The time need not be taken at once, but any use which is less than one minute counts as a minute.

Snake Head Fetish

This mummified snake head may be made into a fetish by anyone who can make amulets. This will take 3 days and they will usually charge 1,000 sp for their time. The fetish need not be displayed, but must be borne. It allows the bearer to speak with and understand venomous snakes for 20 minutes a day. The time need not be taken at once, but any use which is less than one minute counts as a minute.

Apple Fetish

This piece of chrysoprase must be carved into the shape of an apple about 1 centimetre across, whereupon it may be made into a fetish by anyone who can make amulets. This will take 3 days and they will usually charge 11,000 sp for their time. The fetish need not be displayed, but must be borne. If the bearer is a Thief, it allows them to Walk Unseen once a day at Rank 0 by spending 2 FT. No Cast Check is made,
In addition, if they hold the fetish in their mouth, they may cheat death by hanging, garotting or strangulation, instead entering a state of suspended animation which lasts for a number of days equal to their Rank in Thief (none, if their Rank is 0 or less). They are aware of their surroundings and can end the effect at any time. However, in this state they heal at three times the normal rate.

Cobweb Fetish

This tattered cobweb must be wrapped around a forked acacia twig about 8 cms across, whereupon it may be made into a fetish by anyone who can make amulets. This will take 3 days and they will usually charge 3,000 sp for their time.
When the fetish is thrown to the ground, it will create a Maze over that hex and each hex that surrounds it for 15 seconds. No Cast Check is made. This will discharge the fetish. If it is undamaged, it may be made into a fetish again in the manner outlined above.

Turban of ibn Rashid

This turban of black hempen cloth weighs 1 lb. When 1 point of EN is sacrificed to it (which may be bought back in the usual way) it adds 3 to the wearer's MA. It provides 1 point of Damage Reduction to any C Class damage to the head, and in addition, allows the wearer to ignore a condition of Stun or to Resist Enchanted Sleep, Mental Attack, Hibernation or Petit Mort if they Break 100 + WP.
The turban will maintain 1 (only) spell whose duration has a Concentration component.
It may not be worn with chain/scale mail or plate armour.

Spell Racks

Knuckles Bones

These knuckles bones encumber as if they weighed 2 lbs and are a Spell Rack,
The bones hold a reserve of mana that allow a Necromancer to Animate Bodily Parts three times a week at no FT cost, resetting at dusk on Saturday.

Thurible

Once upon a time, this thurible was the bronze head of a morning star flail. Since then, it has been ornamented with the appointments of the order of St. Mark, and now it is used to burn incense. It is also a spell rack.
If 200 sp of frankincense is burnt in the thurible at noon on a Sunday, this will store a +10 bonus to spell casting. When the Adept triggers it (requiring a Free Act), everyone in their megahex will receive the benefit, which will last for 12 Pulses.

Bronze Heart

If a mortal replaces their heart with this one, then they will no longer be prone to death by old age. This requires the arts of a Healer great enough to regenerate vital organs.

Cloak of Autumn Leaves

This cloak of russet, brown and pale yellow hessian tatters weighs 3 lbs. It is scratchy and uncomfortable enough that the wearer will lose 1 point of FT each hour that it is worn.
While it is worn, the wearer may spend 3 points of FT and take a Pass Action to transform into a collection of leaves which may glide on the breeze.The glide ratio is 16:1 and the movement rate 30 mph (+2 mph / Rank in the Adventuring Skill: Gliding.

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
Dark Continent Summer 817 Nualis Magical Divination 8,950sp px50 Jim Arona 021 076 9376

A Stone from a Plover's Nest x 3

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Dark Continent Summer 817 Tanuel Magical Spell storage 5,000sp px50 Jim Arona 021 076 9376

Jewellery

Blackthorn Hand

This ithildin array of barbs in the shape of a sprig of blackthorn must be driven into the back of a hand of a human or elf, where the thorns will bind themselves into the wielder's wrist and along the back of their fingers and thumb. This will reduce EN by 1, which may be bought back in the usual way. It will reflect moonlight as if it were bright silver, but is otherwise utterly black.
The thorns are painful and saw away at the will of the wielder so that they may be stunned when they receive effective non-spell damage equal to 1/4th their EN.
It is a legal target for the Spectral Hand spell when it is Cast after Ritual Spell Preparation, and in such cases will last 30 minutes (+30 minutes per Rank). It will also hold 1 charge per 3 or fraction Ranks. While duration or charges remain, a charge may be drawn off to allow the wielder to Cast a spell whose Range is Touch at a range of 15 feet (+5 feet per Rank). Similarly, Healing may be performed but in this case, the Range is calculated as 15 feet at Rank 10 (+ 5 feet per Rank over 10).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Dark Continent Summer 817 Alusia Magical Necromantic 18,750sp px50 Jim Arona 021 076 9376


Amulets

Blood Amulet of Three

This amulet is a tiny crystal phial an inch long and half an inch around. It weighs 2 oz. It must be pinned on the chest just below the left shoulder.
If the wearer receives a Specific Grievous Injury to the left shoulder or chest, then they must Break 100 + 30 to avoid the destroying the charm.
A little of the wearer's blood must be poured into the phial costing three points of FT, which the wearer may not recover until the amulet is used. When the amulet is used, requiring a Free Act, the wearer' rolls 2 D10 in the place of %ile dice checks and discards the low result. The high result is taken to be the "1"s value, the "10"s value automatically being 0 while the effect lasts, which is for three Pulses.
This amulet may only be filled on an equinox or solstice.

Blood Amulet of the Chalice

This amulet is a carved out of soapstone in the shape of a chalice about half an inch in diameter. It weighs 2 oz. It must be pinned on the inside of the left forearm.
If the wearer receives a Specific Grievous Injury to the left armt, then they must Break 100 + 40 to avoid the destroying the charm.
A little of the wearer's blood must be poured into the chalice costing three points of FT, the chalice being sealed with wax afterward. The wearer may not recover the FT until the amulet is used. When the seal is broken, requiring a Free Act, the wearer' is cured of three points of damage per Pulse for 3 Pulses.
This amulet may only be filled at dusk on a Saturday.

Blood Amulet of the Thorn

This amulet is made from a lancet of whitethorn 3 inches long and weighing 2 oz. It must be driven into the flesh inside the right collarbone, between the shoulder and the neck.
If the wearer receives a Specific Grievous Injury to the right shoulder, then they must Break 100 + 40 to avoid the destroying the charm.
This will reduce the wearer's maximum FT value by three. The wearer may not recover the FT until the amulet is used. When the thorn is drawn out, requiring a Free Act, the wearer' MA is increased by 9 for the next 3 Pulses.
This amulet may only be filled at midnight on a night of the full moon.

Misbaha of Faith

This bracelet is made of rose gold, and holds 33 beads of amber, weighing 4 oz. It contains five special beads that are powered by the wearer's faith.

Beads
Blessing x 2 - By using a Free Act and laying their hand on their target, the wearer may discharge the bead and "bless" an entity. The target may subtract 1 from percentile checks in the same as a Lesser Enchantment, stacking with it. This blessing lasts for up to 1 week, ending at dawn on a Sunday.
Karma x 2 - By using a Free Act, the wearer may discharge the bead and increase the Rank of their next spell cast by 4.
Wind Walking - By using a Free Act, the wearer may discharge the bead and turn into wind, keeping their approximate size and appearance. The wearer moves through the air at up to 40 mph but can only pass through an area that they could pass through normally although they can choose the direction and speed of their flight. The wearer will not collide with stationary objects during the flight, but if rushing directly towards an object or wall, will brush along or past it as a wind would. If blown down a corridor to a dead end or similar situation, the wearer may double back in a tight loop. The effect lasts for 10 minutes unless the wearer dismisses it with a Free Act.

Once used, the beads may be recharged by Purifying at dawn on a Sunday.

Allies

Lore

Savannah

This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Name 'Unicorn' is Ranked to 10 or higher, then they may assume this shape:

Savannah
This creature is a palomino unicorn with a spiraling ivory horn 2 feet long. If the shape is assumed during the day, then it is always noon over her megahex for the next 4 Pulses regardless of the actual time of day.
PS: 55 MD: 12 AG: 16 MA: Adept's EN: 35 FT: Adept's
WP: Adept's PC: Adept's PB: 13* TMR: Special NA: Special
Weapons
Savannah's horn is treated as a magical lance with a base Strike Chance of 53% and base A Class Damage of 2 rollup D10. When delivered as a Charge against a single target, base Strike Chance increases to 73% and base Damage is increased by 1 for every 5 PS over 18. If this Charge results in a Possible Specific Grievous Injury, then 2 D10 are summed and read as the result.
Bite: BC 47%, [D + 2], Melee & Close, and may be Ranked to 10 with Unarmed Combat
Kick: BC 57%, [D + 7], Melee Rear, and may be Ranked to 10 with Unarmed Combat
Trample: BC 31%, [D + 8], Close, Rank 0, 1 attack per hoof to a maximum of 4.
Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Names of 'Unicorn' and 'Rhinoceros'.
The Protection value of the hide is 7 (+1 per 4 Ranks in the ITN).
Savannah provides 1 point of Damage Reduction against all known forms of damage (+1 for every 10 Ranks in the ITN).
Savannah has a TMR of 10, +1 for every 10 full Ranks in the ITN.
Savannah may Blink 3 x a day, dawn to dawn. She may move no more than 1 hex, but this requires but a Reflex Action, does not count as an Action or Free Act and may be used in advance of her Initiative. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.
Up to 20lbs (+ 2 lbs per Rank in the ITN) of the Adept's gear is moved to another "space" during the transformation, any excess gear simply falling to the ground. On the other hand, she may be caparisoned for up to 40 lbs (+2 lbs per Rank in the ITN) of her own equipment.

A centaur battleform may also be assumed and changing between this and the unicorn form requires a Pass Action.

PS: 35 MD: 18 AG: 16 MA: Adept's EN: 35 FT: Adept's
WP: Adept's PC: Adept's PB: Special TMR: Special NA: Hide absorbs 4 DP
Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Names of 'Unicorn' and 'Rhinoceros'.
The battleform provides 1 point of Damage Reduction against all known forms of damage (+1 for every 10 Ranks in the ITN).
The battleform has a TMR of 10, +1 for every 10 full Ranks in the ITN.
Up to 20lbs (+ 2 lbs per Rank in the ITN) of the Adept's gear is moved to another "space" during the transformation, any excess gear simply falling to the ground. On the other hand, she may be caparisoned for up to 40 lbs (+2 lbs per Rank in the ITN) of her own equipment.
Adventure Season Value GM
Dark Contient Summer 817 Quest px50 Jim Arona 021 076 9376

Dream Spores x 14 pinches

The spores of this toadstool are rare. 1 pinch of them may be used in the Ritual of Creating Sleep Dust which may be used to make an illusion as below:

The illusion may occupy 1 hex (+1 per 5 full Ranks)
The illusion is static until Rank 5, whereupon the Adept may instruct it to move. This requires a Pass Action.
At Rank 10, the instruction requires a Free Act.
At Rank15, the illusion has a tactile component and may inflict typical damage of its kind, but never more than Rank of the ritual per Pulse, and in any case it may only inflict damage to FT.
At Rank 20, the illusion may be given limited free will and will follow instructions loyally and with normal intelligence.

The illusion is always insubstantial.

Obligations

Special Abilities

Square-head Brain

Mental Leap

Range: 1 mile (+1/Rank)
Duration: Immediate
Experience Multiple: 550
Base Chance: 5%
Resist: None
Storage: Potion
Target: Self
Effects: The sorceror instantly transfers themself to another location within range. This special form of teleportation allows for no error, and they always arrives at the desired location. This location may be within sight, visualised, or specified by distance and direction. Should the target not be directly visible, 30 is added to the die roll. If the Adept would arrive in a place which is already occupied by a solid body the spell automatically fails and they take 2 rollup D10 damage, which may stun. If they arrive at a point with no solid surface beneath their feet, they fall and take normal falling damage. All that the sorceror carries, including living beings, subject to their maximum carrying capacity of 50lbs + 5/Rank is transferred with them.
The sorceror (and any entities carried) may take no action other than a non-magical pass action in the pulse following transferral.
This spell is not teachable.

Phantasm - Phantom Steed

Spell: Phantasm
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a phantom steed to bear them for the duration or until they dismiss it, which requires a Free Act. The mount has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Mind Special Counterspell cast on it, it will not enter such an area protected by one.
The phantom steed may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.


Phantasm - Improved Damage Capacity

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation so that damage is D10 + Rank (+ 1D10 for every Rank that ends in 0, ie at Rank 0, Rank 10 and Rank 20). At Rank 20, the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.


Mental Attack – Incantation: Mind Blast

Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Limited Precognition - Fate Shields

Duration: 1 hour (+1 hour per Rank)
Target: Sentient Entity
Effects: The sorceror may protect themselves from harm by seeing a moment or two into their own future, possibly reacting before it befalls them. One translucent six inch high knight's shields will orbit them (+1 per three or faction Ranks), which may be used to deflect or mitigate attack. This means that once a Pulse, requiring a Free Act, the sorceror may spend a Fate Shield to negatively affect the quality of an attack so that:

  • hits are misses or failures to cast
  • blows directly to EN or Double Effect spell casts inflict normal damage
  • possible Specific Grievous Injuries or Triple Effect spell casts are considered blows directly to EN or Double Effect spell casts.

At Rank 20, spending Fate Shields no longer requires a Free Act, so the sorceror may spend as many as they want in a Pulse so long as no more than one is applied against each attack.

Note:
The sorceror may not interrogate their future while Fate Shields is in effect, and any attempt to cast Fate Shields over a future period they have interrogated will automatically fail.

Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.


Telekinesis - Enhanced Rank

Spell: Telekinesis
Effects: The Adept's Rank in the Telekinesis spell is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventuring Skill: Gliding

Exp. Mult: 125
This is the skill of performing aerial manoeuvres using gliding. As a rule, aerial combat is difficult.
A character may always take off, glide, or land in an appropriate manner and reasonable conditions, and under such circumstances no roll is necessary.
Note that landing appropriately is not precise. The success chance to perform a complex aerial manoeuvre with precision is (3 x AG + 10 x Rank). This base chance may be modified by the following:

0 to -50 Environmental conditions.
+10 to -50 Type of flight used.
0 to -m/hr Speed.

Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage.
As a rule of thumb, an airborne clothed humanoid who falls through the air drops 350ft in the first pulse, 650ft in the second, and 1000ft in each subsequent pulse.
Note that a speed of one mile per hour is equal to 30 yards per minute in the chase sequence and 1.5 hexes per pulse in combat.

Hand of Elf

Boris' right hand has been replaced by that of a pale and long-fingered elf. This increases his MD by 3 on that hand, only.

Battle Choir Hymnal

Bolt of Energy - Lightning Bolt

Range: 60 feet
Target: Entity, Object
Effects: The Adept may throw a single bolt of lightning 60 feet long from their fingertips. The bolt must extend the entire 60 feet and will deflect off stone until it reaches its full extent. All targets that are in the path of the bolt must resist or suffer [D + 5] (+ 1 / 3 Ranks) damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
Cost: 500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Evil Eye - Hex

Range: 15 feet + 15 / Rank
Duration: 1 day + 1 / Rank
Resist: Passive
Target: Entity
Effects: This incantation of the Evil Eye spell curses the target with ill-fortune. Unless the target resists, all their Base Chances, Strike Chances, and their Magic Resistance are reduced by the Rank of the spell (1 if unranked).
This spell is a minor curse.
Cost: 500
Constraints: Unracks the spell.
This incantation is not teachable.

Invisibility - Transparency

Range: 10 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Target: Volume
Effects: This incantation of the Invisibility spell causes a volume of non-living solid material to become as transparent as high quality glass, but to otherwise retain its original characteristics. One (+ 1 / Rank) adjacent 1 foot cubes may be affected. The Adept may cause the volume to be transparent from only a single direction, by reducing the BC by 10.
Cost: 500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Location - Dislocation

Range: Touch
Effects: This incantation of the Location spell alters the target subtly so that their position is very slightly out of phase with normal space. Dislocation applies to the Location spell, and rendering the target out of range. If the Location spell is equal to or higher than the Dislocation, and the target is in range, then their direction will be revealed.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

ESP - Mind Sense

Range: 30 ft + 15 ft / Rank
Duration: 5 seconds for every two Ranks
Resist: None
Target: Volume
Effects: The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Hypnotism - Forget

Effects: This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected.
The duration of this incantation is Immediate.
Note: Because of the focused nature of this magic, hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Speak with Enchanted Creature - Speaking Beasts

Resist: None
Target: Animal
Effects: This spell confers any one language known to the Adept at Rank 6 or greater, upon an animal (beast, avian, or aquatic; any non-sentient able to vocalise sounds) for the duration of the spell.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Compelling Obedience - Charming

Duration: 1 hour (+ 1 hour per Rank)
Effects: This incantation of the Compelling Obedience spell allows the Adept to influence the actions of any one entity.
The victim of this incantation will see the Adept as their true friend and will readily accept most suggestions emanating from them. Sworn enemies of the caster (or of their race) will not be affected unless the victim's Individual True Name is spoken and, even then, the duration of the spell is halved. The Adept may either suggest actions to the victim or may order them to act in a certain way on pain of losing the Adept's "friendship". Any suggestion that is not directly and obviously inimical to the victim's interests (as defined by the GM, but usually limited to actions that would be injurious or fatal to the victim) will be acted upon 90% of the time. The caster may only ensure 100% compliance with a request by making it an order based upon the friendship that binds the victim and Adept together. In such instances, however, the victim immediately makes a Resistance Check. If they resist, then the magic is broken. Otherwise, the victim will accept the order and be 100% faithful to it for the remainder of the spell.
Whenever any suggestion is made that would lead to the victim's injury or death, another Resistance Check is made. If the check is unsuccessful, the victim will accept the suggestion, otherwise the magic will be broken.
Cost: 2000
Constraints: Unracks the spell.
This incantation is not teachable.

Ventriloquism - Whisper Line

Effects: This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept's range, they may be returned to it, requiring the Adept's touch as above.
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 1