This bandage, woven from spider silk, is sticky on one side. It can be slapped against a wound, and will heal 1D10 damage points, + 1/Rank in Healer. Bandages that are in a pocket must be prepared, and this will take a Pass Action. Bandages in a backpack can take up to 4 Pulses to prepare. A bandage that is on a belt, or in some easy to get at place does not require any special Actions to prepare. Attaching the bandage to a wound requires a Pass Action.
The bandage will always heal EN deficit first, then FT deficit. It will never heal FT which is lost from spell casting or through tiredness. Bandages:
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Weaving
350sp
Jim Arona 021 076 9376
Healing Potion
This potion may be taken without preparing it and is fragile. It weighs 4 oz and will cure 9 EN deficit, wrapping to FT deficit. It will not cure the special damage associated with any Grievous Injury, nor will
it "cure" tiredness fatigue (including that lost due to spell casting). However, it can Cure disease, infection, fever, headaches and Prolong Life as if attempted by a Healer of Rank 3. Potions:
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Solar
350sp
Jim Arona 021 076 9376
Consciousness Disc
These discs are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
If the wearer should fail a MR check vs Sleep, Mental Attack, Hibernation, Petit Mort, Century Long Sleep or similar magic, then they may elect, without requiring the use of an Action, to destroy a disc, whereupon they will be considered to have succeeded.
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Consciousness
3,500sp
Jim Arona 021 076 9376
Potion of Caster's Grace
Rank 10 Alchemy
This potion bottle is chased in a delicate alloy of silver and tin. It weighs 4 oz and if it is subjected to a sudden blow will break on a percentile roll greater than 70. It need not be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, Preparing a spell no longer requires an Action, but cannot be combined with a Cast Action.
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Grace
3,000sp
Jim Arona 021 076 9376
Black Iron Grenado
Rank 4 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
D10
Destination hex
1
D10 ft beyond the target hex
2
D10 feet beyond and to the right of the target hex
3
D10 feet to the right of the target hex
4
D10 feet short and to the right of the target hex
5
D10 feet short of the target hex
6
D10 feet short and to the left of the target hex
7
D10 feet to the left of the target hex
8
D10 feet beyond and to the left of the target hex
9
2D10 feet beyond the target hex
10
D10 hexes short of the target hex
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
1,000sp
Jim Arona 021 076 9376
Cobalt Chaos Grenado
Rank 6 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
D10
Destination hex
1
D10 ft beyond the target hex
2
D10 feet beyond and to the right of the target hex
3
D10 feet to the right of the target hex
4
D10 feet short and to the right of the target hex
5
D10 feet short of the target hex
6
D10 feet short and to the left of the target hex
7
D10 feet to the left of the target hex
8
D10 feet beyond and to the left of the target hex
9
2D10 feet beyond the target hex
10
D10 hexes short of the target hex
D10
# of Specific Grievous Injuries
1-4
1
5-7
2
8 or 9
3
0
4
Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
2,000sp
Jim Arona 021 076 9376
Red Iron Grenado
Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
D10
Destination hex
1
D10 ft beyond the target hex
2
D10 feet beyond and to the right of the target hex
3
D10 feet to the right of the target hex
4
D10 feet short and to the right of the target hex
5
D10 feet short of the target hex
6
D10 feet short and to the left of the target hex
7
D10 feet to the left of the target hex
8
D10 feet beyond and to the left of the target hex
9
2D10 feet beyond the target hex
10
D10 hexes short of the target hex
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
3,000sp
Jim Arona 021 076 9376
Siege Grenado
Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:
Result
Damage
1-4
5
5-7
25
8 or 9
125
0*
625
The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it was thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage. *If the D10 result was a 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.
5
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
4,000sp
Jim Arona 021 076 9376
Weapons
Finale
This dagger is longer and heavier than normal and weighs 1 lb. The Base Strike Chance is 65%, the base damage is D+3 and it delivers A & B Class injuries. The chance of inflicting a possible Specific Grievous Injury is 10% of the modified Strike Chance, and the chance of inflicting a strike directly to EN is 20%. It is not balanced, and although it may be thrown, the base Strike Chance is 25, base damage being D-1.
If a strike is made from surprise, an extra 5 is subtracted from the die roll, an extra 5 is added to the damage. In this circumstance, if the roll is 10% of SC or less, 2D10 are rolled and summed to determine the Specific Grievous Injury. If the surprise attack is delivered from a rear hex, Assassin bonuses will stack.
If this weapon delivers the killing blow, the victim will not be a legal target for the Healer ability, Resurrection.
This weapon will not benefit from weapon spells.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Morituri
25,000sp
Jim Arona 021 076 9376
Wind-Sharpened Dagger
This dagger has a weight of 10 oz and has been wind-sharpened so that the wielder ignores the first three Protection points of the opponent's armour.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Wind
Quest
Jim Arona 021 076 9376
Strange Shield
This magical shield has an absolute weight of 10 lbs but when wielded it encumbers as if it were only 3 lbs. There is no penalty to MD, and it provides 4 DEF for every Rank in Shield (20 DEF at Rank 4). It provides this bonus unless the wielder is dead or unconscious, so even vs attacks from a rear hex, when casting or when they are stunned.
While the shield does not provide any direct bonus to Magic Resistance, the wielder may avoid the effect of any magic that they are not willing to endure at some cost. A D10 is rolled after they have made their MR Check and the result applied as FT damage, EN when FT is exhausted. This damage can stun. If this value is less than or equal to their Rank in Shield, then they, and the hex they are standing in, are rendered immune to that magic. In the event that the wielder is the target of a Charm spell or Charm-related effect, and the wielder chooses to resist it, then they are considered to have rolled a 4 on the D10.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Beyond the Veil
Undefined
Indeterminate
12,500sp
Jim Arona 021 076 9376
Armour
Jewellery
Mage Thumb Amulet
This amulet weighs 1/4 lb and was made from the mummified thumb of a Thaumaturge. When it is worn (so that it can be clearly seen) it provides the wearer with +7 MR versus any magic of the Branch of Thaumaturgies. Current Thaumaturgies include Binding and Animating Magic, Bardic Magic, Ensorcelments and Enchantments, Sorceries of the Mind, Naming Incantations and Illusions.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Previously Living
Talismongery
3,500sp
Jim Arona 021 076 9376
Miscellaneous
Collar of Beast Speaking
This spiked collars weigh ½ lb. Any mundane beast able to wear it is a legal target of the Mind Speech spell cast by the collars owner and may become a member of such a community. This does not increase their intelligence or otherwise give them a language, but it does allow the owner to communicate with them as if they were the subject of a Converse with Animals spell or similar magic.
While the beast wears the collar, they are not entitled to a Magic Resistance Check to avoid the effects of a Binding Will Ritual cast upon them by the owner of the collar.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Abyss
Formerly living
Sorceries of the Mind
6,000sp
Jim Arona 021 076 9376
Zodiacal Tablet
This toy is about 10 centimetres on a side, has tiles showing unusual Astrological symbols and weighs about 2 lbs.
The toy may be played with as often as the owner likes, but an attempt to solve the game must be declared and is only allowed once a day. The owner wins if they Break 100 + 3 x PC and this means that they may cast 1 spell without being required to pay any FT cost. This special benefit lasts until midnight. If the owner fails to win the game, they may not attempt it again for a week.
It is a spell rack that contains matrices of these incantations:
Spell
Incantation
Constraints
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Meta-magic
1,500sp
Jim Arona 021 076 9376
Mirror of Cyprian
This mirror is made of dark glasslike material and weighs 10 lbs. It is about 60 cms in diameter.
It may be bonded to another entity as a result of performing a 6 hour rite that culminates at midnight on an evening of the full moon. Whichever of the bonded pair that touches the mirror can communicate with the other as if they were physically touching. This can only be done once a day and lasts for about 15 minutes. Both must be proximate to the same Astral Plane.
Although no materiel of any kind may pass between them, the one who is touching the mirror will be able to see what is happening around the other as if they were looking at them by the use of a Crystal of Vision, and may even cast spells upon them.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Void
Magical
Communion
18,000sp
Jim Arona 021 076 9376
Carta Arcana-The Wheel of Fortune
This image is painted on a slim plaque of marble and weighs 4 oz. The card becomes effective if the owner encounters one or more creatures of luck, be that association good or ill. This includes leprechauns, brownies, sprites, pixies, fossergrims and some hags. A black cat is not usually considered a creature of luck unless it belongs to a powerful and vindictive witch with a vivid imagination and a penchant for sadism.
The owner must succeed in a 3 x MA roll on the occasion that they meet. If the roll is successful, the owner must choose either Fortune or Luck the choice being irreversible. The card can hold only one of these results at any given time.
Fortune
When this trump is played, the owner may read the dice in either direction for that Pulse and the next two. Thus, a 91 can be read as a 19.
Luck
They may gather 1 Luck.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly Living
Trump
Quest
Jim Arona 021 076 9376
Allies
Lore
Abilities
As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 18.
The stat is: Physical Strength.
Adventure
Season
Nature of Magic
Signature
Value
GM
Where Angels Fear to Tread
Autumn 810
Alchemy
Chaos
Quest
Jim Arona 021 076 9376
Luckweb
When in serious danger, the DM may, at their discretion, choose up to a single Action from Lathron's repertoire, that they believe will give him the best chance of survival without endangering his companions. The DM's choice should always be the least difficult to believe and need not require an Action. However, if it is an Action of some kind, it does not count against Lathron's other Action choices. This means that the Luckweb will be unlikely to cast a spell but it could activate a Talent, prepare a weapon, Healing potion or take any other Action that might be believed as a fortuitous stroke of chance.
Lathron may benefit from his Luckweb no more than once each month, and each use will reduce his store of Luck by 1.
Should he be gathered by those learned in the arts of Alchemy, his heart blood may be harvested for 3 Luck. Most Alchemists find Luck a temptation particularly hard to resist.
Adventure
Season
Nature of Magic
Value
GM
Immortal Longings
Spring 810
Chaos
Quest
Jim Arona 021 076 9376
Name:Evil Eye-Spell Penetration
Spell: Evil Eye
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Adventure
Season
Nature of Magic
Value
GM
Immortal Longings
Spring 810
Meta-magic
Quest
Jim Arona 021 076 9376
Ventriloquism-Whisper Line
Name: Whisper Line
Spell: Ventriloquism
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
This incantation is not teachable.
Adventure
Season
Nature of Magic
Signature
Value
GM
Where Angels Fear to Tread
Autumn 810
Communication
Tale Spinner
Quest
Jim Arona 021 076 9376
Name: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
Immortal Longings
Spring 810
Meta-magic
Quest
Jim Arona 021 076 9376
Whitefyre
Whitefyre
Range: 30 ft(+10/Rank)
Duration: Immediate
Experience Multiple: 550
Base Chance: 30%
Resist: Active & Passive (Resist for half damage)
Storage: Investment, Ward, Magical Trap
Target: Entity or object
Effects: The spell creates a stream of otherworldly fire which will travel
to the Adept's target, striking the first object or entity along its path of travel. Any one hex creature (or smaller) must Resist or their EN will be reduced to -1, bleeding at a rate of 1 damage point per subsequent Pulse.
If the target is an object or larger than one hex, they take D10 + 1/Rank. If the spell is successfully Resisted, then targets take half damage.
The stream of whitefyre lasts from the time the spell is cast until the end of the Pulse, so long as the Adept wills it and does not move. A straight line is drawn on the hex grid, and if the Whitefyre stream shares a hex with an entity or object that crosses its path, they must Resist, subtracting 20 from the die roll (making it easier).
Although the spell inflicts harm by fire or burning, it is not elemental or mundane, and is therefore not affected by Fire Armour or Protection from Fire.
The spell must be ritually cast into a spell rack before it can be cast, but takes no constraints, so does not unrack in the normal course of events. It constitutes a Special Knowledge spell of the Adept's College, and is not teachable.