Ithilmor's Award
Award
Ithilmor has spent 10 weeks on adventure and may advance Talents by 10 Ranks. She may advance her Rank in Flying by 1 at 90% of the normal Experience cost and requiring no training time. 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: 2,339sp
Experience: 51,267
Consumables
Healing Potion
This phial weighs 4 oz and may be taken without requiring a Prepare Action, so long as it is attached outside armour.
It will heal D10 +12 EN deficit.
Valuation: 800sp
Potion of Pact Concealment
This phial weighs 6 oz and must be Prepared before it may be taken.
The imbiber's Pact will not be obvious to those that are aware of such things until the next dawn.
Valuation: 1,000sp
Potion of Pact Concealment
This phial weighs 6 oz and must be Prepared before it may be taken.
The imbiber's Pact will not be obvious to those that are aware of such things until the next dawn.
Valuation: 1,000sp
Scrolls
Wiccan Scroll
Circle of Protection
Chance: 71%
Effects:The reader is surrounded by a protective circle of green and gold. This circle will absorb the first 12 damage points each Pulse. It will not work against the damage from a Restorative potion, poison or the action of a disease. This effect will last for 6 ½ hours.
Valuation: 6,500sp
Church Scroll
Disjunction
Range: 150 ft
Duration: 15 minutes
Cast Chance: 72%
Effects: Triggering this spell prevents stored magics within an object or area from coming into effect. Magics that are affected by this spell includeWards, Invested items, Potions, Magical Traps, and permanent magics that need to be triggered. If a potion under the effects of a Disjunction is consumed, the potion will take effect
after the spell effect ceases, provided it is still inside an entity. Other items will simply be unable to be triggered, and no charges will be lost.
Wraithform
Range: Self
Duration: 10 1/2 hrs
Cast Chance: 90%
Effects: Triggering this spell makes the invoker shadowy and less corporeal, 30 Defence and if they are struck by weapon that is not magical or silvered, 6 points is subtracted from the damage. In addition, the Adept gains a 21 point bonus to their Stealth.
Rest Eternal
Range: Touch
Duration: Full Moon
Cast Chance: 56%
Effects: If this spell is triggered upon a single undead creature who fails to resist (at half their normal Magic Resistance), will be permanently destroyed the next time their EN reaches 0 or less.
The effect will fade at midnight on the occasion of the next Full Moon.
Valuation: 9,500sp
Dreamweaver's Scroll
Disguise
Range: Touch
Duration: Dusk or Dawn
Cast Chance: 56%
Effects: Triggering this spell changes the target's appearance. The target may not be located by location spells of less than Rank 11. The target's height may vary by 11%, and their weight by 22%. The target's voice or clothing or both of these. Individuals may not be duplicated or gender or race changed. If clothes are included in the spell, they revert to normal if discarded. The disguised form has the PB of the target +/- 8, within racial limitations.
Disguise
Range: Touch
Duration: Dusk or Dawn
Cast Chance: 56%
Effects: Triggering this spell changes the target's appearance. The target may not be located by location spells of less than Rank 11. The target's height may vary by 11%, and their weight by 22%. The target's voice or clothing or both of these. Individuals may not be duplicated or gender or race changed. If clothes are included in the spell, they revert to normal if discarded. The disguised form has the PB of the target +/- 8, within racial limitations.
Illusion of Deep Pockets
Range: Touch
Duration: 13 hrs
Cast Chance: 76%
Effects: This Illusion creates 13 magical pockets about the target's clothing. Each pocket can hold an object with a largest dimension of no more than 13 inches. No entity can be placed in a pocket. The total weight held may not exceed 13 lbs, and no individual object can weigh more
than 6 1/2 lbs. The pockets are not obvious, but thorough investigation may find them: searchers get a (2 x PC) - 12% check to notice. Items within
the pockets may not be located by spells of a lesser rank. The pockets may only be accessed while the Adept is clothed; however, a new set of clothes will still contain the pockets. At the end of the spell, the pockets expel their contents.
Valuation: 8,500sp
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.
Diamond
Gem Valuation: 2,200sp
Willpower: 23
Healing Rk 14 BC 82%
Healing Rk 14 BC 82%
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Magical | Meta-magic | 11,200sp | Jim Arona 021 076 9376 |
Weapons
Heavy Mace
This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage Modifier is 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for Weapon of Darkness spells, and in this case, the effects of both spells stack.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Previously living | Celestial Dark | 14,000sp | Jim Arona 021 076 9376 |
Evenstar
This light mace weighs 2 lbs. It has a Base Strike Chance of 75% and the Damage Modifier is 5.
- If it is the target of a Weapon of Darkness spell
- The head of the mace magically increases its mass on a successful strike, increasing damage in the normal way, regardless of Aspect.
- In the event that a Strike Check results in a possible Specific Grievous Injury, the wielder reads the dice in either direction they prefer (a '19' can be read as a '91', and so on).
- If it is the target of a Weapon of Light spell
- The head of the mace erupts with spikes of searing light on a successful strike, increasing the damage in the normal way, regardless of Aspect.
- In the event that a Strike Check results in a possible Specific Grievous Injury, A Class as well as C Class Specific Grievous Injuries may be applied.
The wielder's Rank in mace affects the performance of Starfire or similar magic (Starfury counts). The Cast Chance is increased by 5 for each Rank in Mace. In addition, the wielder may target another object or entity for every Rank in Mace above 1, 5 objects or entities when Rank in Mace is 5.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Previously living | Celestial Star | 19,500sp | Jim Arona 021 076 9376 |
Armour
Midnight
This robe of midnight blue is heavily embroidered with astrological symbols and signs. It weighs 5 lbs and is sized for an elf. It has a penchant for Byron.
Beauty has been woven into the fabric of the robes, where Beauty may be defined (amongst other things) as the function of bringing Order out of Chaos and this makes the wearer somewhat sensitive to the workings of those Forces which lie beyond the Mortal Realm.
Midnight provides its wearer with 8 points of Protection, and reduces damage from spells by 10. If the source of the damage is unholy (undead, a denizen of the 7th Plane, etc) or a Force of Chaos (horrors, creatures or Forces from Outside Space & Time, etc), then another 5 more points of damage are reduced.
The wearer's chances to cast magic is inscreased by their Rank in Astrologer.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Formerly living | Beauty | 21,000sp | Jim Arona 021 076 9376 |
Celestial Bracer
This leather bracer weighs 24oz and is worn on the left forearm.
- Extended Strength of Darkness
- The duration of a Strength of Darkness spell is tripled when cast upon the wearer.
- Celestial Ward
- If the wearer's armour is not some form of mail or plate, the bracer is a legal target for a Wall of Starlight spell, whereupon 1 per 3 or fraction Rank moonstones will appear on the bracer, 8 at Rank 20.
- While there are moonstones on the bracer, the wearer may subtract 1 for every 2 Ranks from the die roll when making Magic Resistance checks.
- The wearer may execute a Free Act to touch a moonstone and create a Celestial Ward. This Free Act cannot be combined with a Strike Check, but does not limit most other Pass Actions, including Prepare and Cast Actions. A Celestial Ward is a translucent, mystic barrier containing bright, twinkling lights. It stands about 2 metres high and 6 metres long. This may be set in a single straight line or curved to cover four contiguous faces of a hex. The Ward may be created at a range in hexes no greater than half the Rank of the spell, and it does not need to be anchored.
- The barrier has a damage capacity equal to the Rank of the spell. If the Rank of the spell is 10, the barrier will absorb the first 10 magical damage that crosses the barrier before fading away.
- The Ward will last until all of its damage capacity has been used, or another Celestial Ward has been invoked.
The bracer has no magical properties if worn with any form of mail or plate armour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Formerly living | Protection | 18,000sp | Jim Arona 021 076 9376 |
Jewellery
Nocturne
This dark gem weighs an oz and is worth 1,800 sp. It has no special ability until a Rite of Midnight has been performed upon it. This takes 4 hours and ends at midnight. At the climax of the rite, the gem must be crushed by the person to benefit from it.
Once this is done, they will be able to manifest their shadow as a black helix that vertically encircles them as a Pass Action. The helix is obvious, being a spiral of blackness perhaps a little taller than the invoker. While manifest, they have no shadow, however Nocturne may not be manifested at noon or in the volume of a Rank 20 Light spell.
Nocturne is a helix that can hold 35 Night. Night, in these terms is a magical signature which is found in items, places or entities as the DM sees fit. Usually, a signature is found in things that are permanently enchanted or magical creatures, Night being a signature associated with magic of darkness, night and the stars (among others).
Nocturne can be used to absorb magic from all Celestial colleges except for the Shadow Weavers. Each Rank of magic that it absorbs reduces its store of Night by 1. If the Rank of the magic falls below 0, the spell has no effect. It does not provide any sense of the Rank of the incoming magic, however. The number of Night must be declared before the effect of the magic is resolved.
The helix provides access to the Celestial signature of Night, and to a lesser extent, Darkness and the Stars. While manifest, Night can be spent as FT for the purposes of casting spells with those signatures, even while standing in the area of Celestial counterspells.
Nocturne's capacity to store Night (but not the Night itself) may be increased by sacrificing 1 EN, and this may be recovered in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Magical | Night | 15,000sp | Jim Arona 021 076 9376 |
Starling Brooch
This brooch weighs about 1 oz. It must be worn openly to be effective, either on a hat or, if on a cloak, just below the left shoulder.
- Worn on hat
- When the wearer Prepares Shadow Wings, they may move up to half of their TMR, and similarly, the may move up to half of their TMR when they Cast it.
- Instead of large, shadowy wings springing from their shoulders, a flock of about 24 starlings flies around the Adept. The birds do not appear to lift the wearer, they are simply present wherever it is he or she moves to.
- The wearer's TMR is increased by 1 per 3 or fraction Ranks, but only for the purposes of determining their aerial movement. If they climb to a height over 15 metres or so, they may call and ride a celestial wind. The Adept is able to vary the direction at their will and increase the speed of this wind to a maximum of 30 mph (+1 per Rank).
- The lack of large, shadowy wings and control of the speed means that the wearer requires less space in which to fly. In most circumstances, they can pass through openings 10 feet across or more without requiring a Flying check.
- Worn on cloak
- This function of the brooch may only be used during the day. The Adept takes a minute to cast the spell, and at the end of that time, 1 target (+1 per 2 Ranks) are transformed into a flock of starlings. The number of starlings each target will generate is about 250 per size factor (humans generating about 1,500 starlings, dwarfs about 1,000). All targets of the spell (which has to include the wearer) must be adjacent.
- The flock will be directed by the wearer of the brooch, and the spell will automatically end when the flock lands. Ending the spell also ends the transformation.
However the brooch is worn, if the wearer is incapacitated or dead and some duration of Shadow Wings remains, they will flutter safely to the ground.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Celestial | 12,500sp | Jim Arona 021 076 9376 |
Miscellaneous
Hand Mirror of Vain Reflection
This hand mirror is made from highly polished bell metal in a rosewood frame and handle. It it about 35 centimetres long and weighs about 2 lbs.
It is a spell rack.
In addition, targets of the bearer's spells suffer a penalty to their Magic Resistance. The penalty is equal to the bearer's PB - 15. However, only those targets who can see the bearer's face reflected in the mirror suffer this penalty. If the bearer or target do not share a line of sight, or if one or both of them are standing in sufficient darkness or light that the reflection cannot be made out, then it has no effect.
If the bearer is slain, then they may inflict a Death Curse upon their killer. Range is not a consideration, however, they must share the same plane of existence.
The victim of the curse adds 7 to their die rolls for the next 7 years. Death or Curse Removal will not relieve this affliction.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Perfidious Albion | Magical | Fascination | 3,000sp | Jim Arona 021 076 9376 |
Hulda's Cup of Petals
This cup weighs no more than 12 oz, and is very delicate. At least 1 Prepare Action is required to extract it from a pocket, and 4 are required to remove it from a pack. No Prepare Actions are required if it is part of the owner's standard battle attire. But, if this is the case, then there is a chance that the cup will be destroyed whenever damage is taken.
The cup cannot be affected by damage from Hand of Death or similar magic. It is resistant to heat and cold but vulnerable to physical blows.
Whenever the cup's bearer takes damage that ends in 8 or 9, then that damage is, instead, inflicted upon the cup. If the damage is as a result of heat or cold, then the result is divided by 4.
Once the cup has taken 50 points of damage, it is destroyed.
Drinking from the cup allows the bearer to heal themselves of damage caused by undead draining. The amount healed is 2 D10. If the result on any die is 0, then another die is rolled and summed. This continues until no more 0s are rolled. In this case, the cup's magic is exhausted until the following dawn. However, if no 0s are rolled, then the cup may be used to heal draining damage on a subsequent Pulse, which will continue until they roll at least one 0.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Flower | 12,180sp | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
The Marist Rose
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Living Plant | Discipline | Quest | Jim Arona 021 076 9376 |
Whitethorn
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but
- Racial maximums may not be exceeded and,
- Only 1 point of WP may be bought in this way.
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Living Plant | Agonistes | Quest | Jim Arona 021 076 9376 |
Abilities
Starfire-Spell Magazine
Name: Starfire
Spell: Spell Magazine
Effects: This incantation of the spell makes the spell last for a number of Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough, it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | Nature of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Meta-magic | Quest | Jim Arona 021 076 9376 |
Blackfire-Enhanced Damage
Name: Enhanced Damage
Spell: Blackfire
Effects:
This incantation of Blackfire inflicts an extra D10 to damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20).
Thus, at Rank 20 the damage is 4D10 + 20.
All dice are considered roll up dice.
Those who resist take half damage.
Any entity in the area of effect that fails to resist suffers a penalty vs fear equal to the Rank of Blackfire. This penalty lasts for five minutes or until successfully Rallied, whichever happens first. It does not cause fear in and of itself.
Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Nature of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Meta-magic | Quest | Jim Arona 021 076 9376 |
Increased Gravity-Major Area of Effect
Name: Major Area of Effect
Spell: Increased Gravity
Effects: The spell has a large area of effect with a radius equal to the Rank of Increased Gravity in feet.
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 | Jim Arona 021 076 9376 |
Increased Gravity-Reverse Gravity
Name: Reverse Gravity
Spell: Increased Gravity
Effects: The target of this spell must Resist vs Celestial Special Knowledge magic, or have the effects of gravity reversed upon them, falling up at the same rate that they would fall down.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 1
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Meta-magic | Quest | Jim Arona 021 076 9376 |
Ritual of Creating an Astral Gate
Range: Touch
Duration: Special
Experience Multiple: 350
Base Chance: 10%
Resist: None
Actions: Draw the outline of a gate in darkness on a Wall of Starlight
Target: Wall of Starlight
Effects: This ritual is performed on a Wall of Starlight spell. The ritual may not be Ranked higher than the Adept's Wall of Starlight spell.
If the ritual is successfully completed, then a gate will open in the Wall which will lead either from the material world to the Astral, or vice versa. As many entities as the Adept has Ranks in the ritual may pass through the wall. If they are dark- or lunar-aspected, they must resist or suffer the effects of the wall. Anyone else may pass through the wall without harm.
The Astral does not map onto the material plane of existence.
Passing through the portal happens during the Pulse, and reduces the traveler's FT to zero. This is lost to exhaustion and cannot be healed back.
Astral Gates created by this ritual may not share the same horizon (thus the higher the position of the gate, the greater the distance between them).
They may never be closer than 5,000 metres.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Gate lore | Astral | Quest | Jim Arona 021 076 9376 |