Songs of Pain & Sorrow: Loot & Valuation
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Treasure Split
The Witch-Born Hand
This is a mail gauntlet made of orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
- It offers 6 points of PS and 6 points of MD to the wearer's right hand, which may increase their accuracy, damage or grip with respect to anything held in that hand. Only half these bonuses may be applied to a 2-handed weapon.
- It provides at least 6 points of Protection to the right hand or the Protection of the wearer's other armour, whichever is greater.
- Half of the Protection (rounding up) counts as damage reduction from any source to the right hand. It may be applied against damage from hits directly to Endurance, for example, and Spec.Griev. injuries to the right hand are ignored on a roll of 1 x MD or less.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits, then two other special abilities become available to them.
- By crushing the heart of an entity in the gauntlet, render them a shade of their former self. The shade is somewhat weaker, having stats no more than 80% of the original and since the underlying magic of the gauntlet is Chaotic in nature, any special abilities they may have had may be disallowed by the DM at whim.
- They can call upon the shade to fight at their side once, the shade (and therefore the original victim) being destroyed forever thereafter.
When either of these two abilities are used, a distant bell tolls.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Sparlainth | Magical | Enhancement | 12,500sp | Jim Arona 021 076 9376 |
Moonsorrow
This is a magical shadow that may be contained in silver. If a sword is bathed in Moonsorrow for a period of a month, from full moon to full moon, she will gradually attach herself to it. The blade becomes unusually black, except under the light of the moon, when it is brightly silver.
Whenever damage is rolled for the sword, the player must check whether the number on the damage die is 5 or less. If it is, then the wielder will be healed by the number rolled on the die or the amount of damage inflicted, whichever is less.
- Example
The wielder hits a goblin and rolls damage dice, getting a 1. He inflicts 4 damage but this bounces off the goblin's armour. No healing.
The wielder hits a goblin a second time, rolling a 10. He inflicts 13 damage, 9 of which gets through. No healing.
The wielder hits a goblin a third time, rolling a 3. He inflicts 6 damage, 2 of which gets through. Wielder is healed for 2.
EN deficit is healed first, wrapping to FT deficit. It will not cure tiredness FT.
Once a season, under a moonless night and beneath the open sky, Moonsorrow will sing a sadly beautiful song. At the end of the song, the wielder can lay the blade against their breast and cut themselves deeply, sacrificing a permanent point of EN (which they may buy back in the usual way). Roll a D10 to determine what they have gained.
- 1-4: Sorrow
- 5-7: Melancholia
- 8, 9: Sweet Regret
- 10: Remorse
Moonsorrow will only weave an attachment to swords that inflict B class Specific Grievous Injuries. Once attached, she will not wish to leave unless the sword is destroyed, adding to her grief.
Turf has given 1 Sorrow to Moonsorrow. Now, if the special healing ability is invoked if he rolls a 6 on the damage die. To make it work on a 7 on the damage die, he would need to give her 2 Sorrow, and 3 more after that to make it an 8. Healing on an 8 on the damage die or less is the most the ability can be advanced.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Lyonesse | Melancholy | Enhancement | 12,500sp | Jim Arona 021 076 9376 |
The Formula of the Tincture of Aconite and Passionflower
Rank 7 Herbalism
The Herbalist gathers aconite and passionflower in sufficient quantities to produce as much tincture as will fill a wine cup. These common herbs are macerated with spirit of roses and left to stand thus for the passing of seven days. At the end of that time, spikenard sufficient to fill a silver thimble is sprinkled over the mass, and a distillate collected in a glass vessel.
Steeping the preparation in alcohol prevents this Herbalist draught from degrading over time.
The aromatic tincture 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 formula is teachable, but whoever teaches it must expend 11,100 Experience for each Herbalist taught.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 8,000sp | Jim Arona 021 076 9376 |
The Formula of the Decoction of the Singing Bees
Rank 7 Herbalism
This is the formula for a Herbalist draught that renders the imbiber's blood invisible until the last day of the Full Moon. Sufficient wings of the Singing Bees to fill a wine cup must be gathered and pressed gently until a fine oil is released. Nineteen of the blackest berries of belladonna must be macerated with the oil and left to stand from at least one Full Moon to the next when a liquor will be produced. Steeping the berries for longer does not improve the liquor or generate more, nor does it degrade being preserved by its own venoms.
The liquor can be drawn off and a single draught made taking eight hours of work .
To benefit from this draught, the imbiber must not cast any magic from the dawn of the day they drink it to the dawn following. If the imbiber rests or sleeps, they may experience visions and sensations that may well be prophetic and are definitely vivid. While they are awake, they will feel tired and listless. At the end of this time, their blood and anything written in it will be Invisible. Only those whose Witchsight, Wizardsight or Enhanced Vision is greater than the Rank of the draught can read anything written in it, although they may notice odd marks if their rank is equal or lower.
The formula is teachable, but the teacher must expend 11,100 Experience for each Herbalist taught.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 2,500sp | Jim Arona 021 076 9376 |
Wand of the Angry Bees
This wand uses the wielder's skill in Dart and is treated as if it were a Missile Weapon, not Thrown. MA replaces MD for the purposes of calculating strike chances or the ability to wield it.
Little figurines of bees made out of an Alchemical death metal are fired at such speed as to be unseeable, although the whine of their wings can be heard as they pass. As many as 1 bee for every 2 Ranks in Dart may be fired from the wand. The wielder may shoot all the bees at a single target, or one single bee for each target or any combination thereof.
The bees do no damage if they hit, but there is a chance they will inflict a Specific Grievous Injury. Roll on the Spec. Griev. table. If the result is for an A class injury, then it is applied, otherwise the result is ignored. This can reduce Prot value of armour, but because the bees are so small, the reduction is just 1 per Spec. Griev.
The wielder must utter a phrase to trigger the device, and it must be very loud, for it is well known that the calcinatory sprites that drive the bees on are nearly deaf.
The wand contains 30 bees when it is full.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Assyuria | Magical | Mechanical | 10,000sp | Jim Arona 021 076 9376 |
The Formula of the Angry Bees
Rank 6 Alchemy
The Alchemist gathers sufficient white lead, flowers of sulphur and finely ground charcoal to fill half a bucket, and costing 300 silver pennies. The rest of the bucket must be filled with drake's urine. The mixture must be churned in a safe place for at least four hours and then allowed to settle for the passing of two days. The corruption must be decanted and disposed of for it attacks the breathing of the young and weak. This will leave a fibrous mass which should be pressed into moulds in the shape of bees, then heated carefully.
At the moment the mass becomes molten, it must be taken off the heat and allowed to cool for no more than four hours. The mould should be opened and the bees painted with a mixture of oil and powdered red marble, the painting to happen after the Sun has passed noon but before they are cold.
This will create 30 bees.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 13,000sp | Jim Arona 021 076 9376 |
Ring of Fire Resistance
‎
The wearer gains increased resistance to damage from fire, whatever the source.
This would apply to a fiery breath weapon or Hellfire (from a Wiccan or Fire Mage) or from a bonfire. The wearer takes no harm from fire if the number rolled on the damage D10 is a 9 or 10.
Example: If the wearer is the target of a Rank 15 Hellfire which rolls in the range for a double effect, and the damage die result is 10 for 55 points of damage, then they ignore the damage entirely.
Example: If the wearer is standing on top of a bonfire, (D+15 normal Fire damage), and a 1 is rolled for damage, then they would take 16 points of damage from burning.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Protection | 8,500sp | Jim Arona 021 076 9376 |
Arienrhod
This mace is Named and will not bear the touch of one who has truck with the Powers of Darkness. It is an artifact and may be wielded at Range, in Melee or in Close.
It is a magical weapon, with a Strike Chance of 60 and inflicts D10 + 6. It accepts weapon spells and may not be broken as a result of 'over-strengthing'. In addition, when it is prepared, the wielder adds the previous owner's PS and MD to their own, in this case PS is 16, MD is 15.
If the wielder is not pacted to a Power of Light, then they may Turn the Unholy on a successful strike, even though they don't possess the ability. The chance is 73% (although the mace may be enchanted to improve the Turn chance) less 1 x the WP if the target is of the lesser undead, an imp or a half-devil. If the target is of the greater undead or a devil, succubus or more powerful denizen of the Seventh Plane, they subtract 2 x WP. If the Turn chance is failed, the ability is lost until they perform a Ritual of Purification on a subsequent Sunday. If they are pacted to a Power of Light and use the mace to Turn, then 10 is subtracted from the result of their roll.
Unholy creatures that are Turned roll on the Fear Table, adding up to the wielder's Rank . If the result of the Turn check is in the range for a double effect, up to twice the Rank may be added, and if the result is in the range for a triple effect, then up to three times the Rank may be added to the roll on the Fear Table. A skeleton can suffer a heart attack as a result of this ability.
When the wielder learns the ITN of the mace, they will learn the Sunstrike ability.
Sunstrike: Uttering the Individual True Name of the mace (requiring a Free Act) will charge the mace with an awful light. When the mace hits next, the wielder will roll a Sunstrke D10 which is added to the result of their mace damage. This ability will recharge when the wielder rolls a 1 on the mace's damage die.
The ITN of the mace is: Arienrhod.
When the wielder learns the name of the last person to own the mace:
- they will know how to Call the Noonday Sun.
- Sunstrike will now recharge on a 2 as well as a 1.
- they may advance their Rank in Mace to 6 by training for 12 weeks and spending 1,700 experience.
The previous wielder's name is Geraint, the Defender of the Weak.
Call the Noonday Sun:The wielder may take a Magical Fire Action and invoke this ability on a megahex centred on them. This will brightly light the area for a pulse and inflict 4 rollup D10 damage. Everyone except the wielder must roll under 2 x AG to avoid this damage and under 2 x PC to avoid being blinded for the rest of that pulse and the next one. Those who are vulnerable to sunlight take half damage even if they make the roll. The wielder must complete a Ritual of Purification with the mace by noon on a Sunday to recover this ability.
When the wielder finds and performs a task set by the Phoenix,
- they will learn the Gift of the Phoenix.
- Sunstrike will recharge on a 3 as well as a 2 or 1.
- they may advance their Rank in Mace to 7 by training for 14 weeks and spending 2,000 experience.
The Gift of the Phoenix: The wielder performs a ritual that culminates at midnight on Midwinter, doing nothing else for the entire day. One point of Endurance is permanently sacrificed in a pyre of sandalwood, myrrh, spikenard, allspice and cinnamon (costing 10,000 sp) and optionally, one potion. The Endurance point can be bought back in the usual way.
If the wielder dies, then their body will be consumed in a blaze of fiery glory, leaving only ashes. One pulse later, the wielder will rise from these ashes completely healed, having taken the potion they sacrificed. Their Endurance is permanently reduced by one, although this, too, can be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Light | 27,500sp | Jim Arona 021 076 9376 |
Cloak of Elvenkind
The wearer of this cloak gains no particular benefit to Stealth. However, wearing it reduces any penalties they must apply to Stealth by half. It improves reaction rolls with respect to elves by 20. The cloak can be used to cast a Blending Spell which will last an hour. The Rank of the Blending Spell is equal to the wearer's Rank in Purification. The ability may be recovered by wearing the cloak while performing the Ritual at dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Feralie | Previously living | Concealment | 4,000sp | Jim Arona 021 076 9376 |
The Chymical Marriage of Fire and Water
This is a scroll about half a metre wide and about six metres long. It contains arcane drawings and is written in some kind of metallic bronze ink. The vellum is of the finest lambskin, and it has been rolled onto a rod of cedar. It has been attributed to Paracelsus.
The script is impossible to read unless one knows Enochian. A Rune Mage might be able to read it if they were willing to spend several days exclusively studying the work. The contents of the scroll cannot last long once translated, fading in a short time unless an effort is made to learn it.
The Formula of the Consummation of Fire and Water
Rank 9 Alchemy
[This section of the scroll has been marred. Critical parts of the tract that detail the specific proportions of ingredients have been rendered illegible by some stains DA reveals that these marks are in fact ophan blood. The stains still smell faintly of cinnamon, and when actively sniffed a plangent chord of shonfar is heard. Enough of the formula remains that the effects can be readily determined. There is quite definitely not enough information to create the product safely.]
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.
The Formula of the Sublimation of Water into Fire
Rank 8 Alchemy
This requires mercury, sulphur and salts of pyrite dissolved in wine in sufficient quantity to cost the Alchemist 3,000 sp, 1 Fire and 1 Water. It must be begun on a Tuesday by the hour of the Waterbearer and be completed no earlier than the hour of the Hunter on the next Thursday.
When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex. Treat them as if Gaseous Form has been cast on them at the creator's Rank in Alchemy. They will smell strongly of burning wherever they drift.
The formula is teachable, but whoever teaches it must expend 12,750 Experience for each Alchemist taught.
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 | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 20,000sp | Jim Arona 021 076 9376 |
The Hell Bound Staff
This is an elegant black oak staff that weighs 9lbs. At the top, a sphere of polished white stone is held in place by three claws. This stone allows the wielder to cut an extra Rune into it, increasing the staff's Rune capacity by one. The staff may have a Ritual of Fashioning Runewand performed on it in half the usual time, but with the same benefits. It may have weapon spells cast on it
Hell Stride: The wielder has some limited access to the Seventh Plane and can teleport short distances. The number of times they can Hell Stride is equal to the wielder's Rank in Quarterstaff (i.e a total of 9 at Rank 9)per day, resetting on the stroke of midnight. The distance they can travel is calculated as if it were TMR, with MA replacing AG and WP replacing PS. The movement itself is treated as TMR Thus, the wielder can move half their Hell Stride and melee attack. They must be able to see the hex they will Hell Stride to.
Magic Ward: The wielder always gets to choose to resist magic, even if a Magic Resistance check is not normally allowed. If the roll for the Magic Resisttance check is less than 1+ their Rank in Quarterstaff , then they and the hex they are standing in will suffer none of the effects of that magic. Thus, if the roll succeeds, they (and the hex they are standing in) will not be harmed by a Dragonflames or Earth Tremor Spell.
Shield Ward: The staff provides defence equal to 3 + 3 per Rank in Quarterstaff. The wielder may use the staff in any way that a shield can be, e.g. Shield Rush.
Bound Hydrargyrum: If the wielder knows the Metal Rune and has cast Binding Elements on the mercury in the staff, they may
- increase the damage by 1 per 5 Ranks in the ritual.
- wield the staff one handed without penalty.
- strike a target at extended range, up to 2 hexes away.
- inflict Specific Grievous Injuries if the roll falls on a 53 or higher.
Hell to Pay: There are four black sigils marked in the staff. While unstunned, the wielder may direct damage they recieve to one of these sigils. This requires a Free Act to gesture and they must succeed in a 1 x MD check for this to work. Clearly, it may not be used from surprise. The damage does not go away, they must still suffer it but not for 5 minutes. For every sigil filled with damage, the time is reduced by 1 minute.
Envenoment: It will accept blade venoms, but require the wielder to inflict EN damage to apply.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Seventh Plane | Previously living | Hell Raising | 27,500sp | Jim Arona 021 076 9376 |
The Formula of the Fumes of Night
Rank 9 Herbalism
The Herbalist gathers sweet flag, aspalathos, camel grass, black myrrh and cyperus tuber in sufficient quantities to produce incense that will burn for an hour or so. If the season is wrong for gathering, enough black myrrh can be bought for 200 silver pennies. The other herbs are common and can be gathered by the Herbalist's own labours.
On a night when there is no moon, they must all be heated in an athanor that their vapours may be released . These will collect upon a paten beneath which they are set. The process must stop before dawn and may continue on another of the dark of the moon. For three nights, the Herbalist must labour, taking care that the herbs do not take flame, nor daylight burn the delicate vapours.
Before dawn, the paten must be bathed in shadow wine and black honey. The suspension should be allowed to reduce by half, but no heat or light may be applied to it thus to hasten the process which seems to take two days. When it is ready, it will be of the same consistency as treacle, and should be laid upon pure charcoal and allowed to rest for a day.
It must be kept from strong light or lose its virtue.
If the incense is burned as part of the ritual casting of a Darkness Spell, then from horizon to horizon, night will last longer or fall earlier by Herbalist Rank hours.
The formula is teachable, but whoever teaches it must expend 14,500 Experience for each Herbalist taught.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 3,000sp | Jim Arona 021 076 9376 |
Blank Phylactery
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, 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:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living | Spell storage | 10,000sp | Jim Arona 021 076 9376 |
A Stone from a Plover's Nest
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 |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Spell storage | 5,000sp | Jim Arona 021 076 9376 |
Brooch of Nyctanthanet
This brooch weighs an ounce and is made from some dark gem. It has the Rune of Compulsion inscribed upon one side and the Individual True Name, Nyctanthanet, on the other. He is a demon of the Abyss and can be invoked for one hour in twenty four to increase the protection of the wearer versus B or C class weapons. The improvement to protection is 15 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, he is allowed to resist the magic that binds him, his MR being 25. If he succeeds, he will instantly vanish back to the Abyss.
Demons of the Abyss are not considered unholy and have no Generic True Name. They do, however, have Individual True Names.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Binding | 16,500sp | Jim Arona 021 076 9376 |
Diabolical Armour
This armour is designed for something that stands 7 feet tall, is heavily built, has legs that bend backwards and a tail. It weighs 120 lbs, applies a penalty to AG of 8 and Stealth is reduced by 50. However, it provides 17 protection. In addition, the wearer increases their Magic Resistance by 17 (which will affect their Active Magic Resistance). The protection is applied versus magical damage in most cases.
Since the armour is made from cold iron, only racial magic can be cast while wearing it.
There is no obvious way to put it on, although Ancient Divination has revealed that the wearer might be able to summon themselves into it somehow.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Magical Resistance | 75,000sp | Jim Arona 021 076 9376 |
Orichalcum Scale Armour
This set of orichalcum armour has tubes running through it carrying a strange amalgam of mercury and the blood of one of the Ophanim. It provides 8 armour, penalises Stealth by 10, has a weight factor of 6, and reduces AG by 2. It has three special properties.
- It lets the wearer benefit from two Runes of Willow Healing, one on themselves, and one on the armour.
- In addition, the armour is a legal target of a Ritual of Rune Healing. If its Prot value is reduced because of a Specific Grievous Injury, then it can be restored by the use of this ritual if the caster has sufficient Ranks to repair the wound.
- If the wearer knows the Metal Rune and can use it to Bind the strange amalgam, then they can increase their PS by one for every two Ranks of that ritual. It does not stack with Strength of Stone cast on PS or Strength of Darkness.
If the armour is to repaired by normal means, it will need the attentions of a Rank 8 Armourer (who will charge 200-250 sp) , a Rank 6 Mechanician who has some skill with Hydro-mechanics and Prosthetics (175 - 200 sp), and a Rank 3 Alchemist (90-120 sp).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Restoration | 20,500sp | Jim Arona 021 076 9376 |
An Orrery of Strange Device
This is an astrological device of some sort, which has not been completed. The base plate is about 45 cms in diameter, and it stands about 20 cms high. It is made from orichalcum. There are faint traces of verdigris on it, so it has been worked on for some time. Eyes of one of the Ophanim have been used in its construction, bound to it by strands of Unlight.
The symbols on the base plate are confusing and are unwilling to release their secrets. Perhaps a gifted arithmetician might be able to wring some enlightenment from them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Fate | 8,500sp | Jim Arona 021 076 9376 |
Drake Coach
This appears as a coach drawn by a pair of sand-coloured horses. On close examination, the coach and the horses are revealed to be covered in scales. There is a maker's mark under the seat which says 'Meliadus of Kroiden'.
There are shuttered openings and a door on each side of the coach. Inside the coach, beneath the back right shutter, there is a lever. When pulled, this will cause the seat adjacent to it to rise, a panel sliding away to allow access to the roof. A pintle mount will also rise from the body of the coach, but as yet no weapon has been attached.
It comfortably seats six normal-sized people and their luggage. This sign is posted on the wall and cannot be removed:
- Abstinence from liquor is requested, but if you must drink share the bottle. To do otherwise makes you appear selfish and unneighbourly.
- If ladies are present, gentlemen are urged to forego smoking cigars and pipes as the odour of same is repugnant to the gentler sex. Chewing tobacco is permitted, but spit with the wind, not against it.
- Gentlemen must refrain from the use of rough language in the presence of ladies and children.
- Furs are provided for your comfort in cold weather. Hogging the furs will not be tolerated and the offender will be made to ride with the driver.
- Don't snore loudly while sleeping or use your fellow passenger's shoulder for a pillow; he or she may not understand and friction may result.
- Weapons may be kept on your person for use in emergencies. Do not use them for pleasure or shoot at wild animals out the window. This can rile the horses.
- In the event of runaway horses remain calm. Leaping from the coach in panic will leave you injured, at the mercy of the elements, hostile locals and hungry beasts.
- Forbidden topics of conversation are: highway robberies and uprisings by hostile locals.
- Gents guilty of unchivalrous behaviour toward lady passengers will be put off the coach. It's a long walk back. A word to the wise is sufficient.
In the normal course of events, it can travel thirty miles a day over flat, easy terrain, perhaps a little more if the roads are good, less if the going is hard. If more speed is desired, then a driver can increase the movement rate of the coach to Rank in Horsemanship miles per hour. Unless they have specifically trained in driving a team of horses, then they suffer a penalty of 3 to their Rank. This ability costs a point of FT per hour of travel.
The coach is an object but is a legal target for these spells: Wildfires, Ice Traversal, Fire Armour, Heat Shield and Rune Shield. Its PS is considered 40 minus 5 per passenger (and luggage) carried.
The coach has three defensive panels: the top, the right side and the left side. Each panel has 10 points of armour from the scales and can absorb 100 points of damage before becoming breached. A breach is a hole large enough for a man to climb through. The horses cannot be harmed since they are some peculiar form of mirage.
The size of the coach and pair is about 20 feet long by 8 feet across. It can be itemised (triggered by a keyword) to a model 12 inches long by 5 inches across and will be adored by children everywhere.
When the coach is moving some say they can see an eye in each spinning wheel.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living/Construct | Transformation | 37,500sp | Jim Arona 021 076 9376 |
Sealed Chalice x 12
This jewelled chalice has a lid and a catch with which to close it. It may be opened and the potion inside taken in one Pulse, but it does not break easily. It weighs 2oz plus the weight of the potion itself.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Mechanical | 2,000sp | Jim Arona 021 076 9376 |
The Formula of Creating a Great Emerald
The creation of a Great Emerald is a Masterwork Alchemical Operation for Rank 8, and on the first occasion does not cost Experience. Subsequent Emeralds always cost 12,750 Experience to create.
It takes eight weeks to make the Emerald and no other task can be performed alongside it. At the end of this time, if the Alchemist pays 12,750 Experience, the will achieve Rank 8 in that profession, if they are not already .
A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.
Three Emerald Waters are formed in the process, as well. These waters replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 30,000sp | Jim Arona 021 076 9376 |
Consumables
Potion of Invisibility (Rk 16) x 1
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Alusia | Magical | Concealment | 9,000sp | Jim Arona 021 076 9376 |
Love Philtre (Rk 12) x 1
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Alusia | Magical | Charm | 200sp | Jim Arona 021 076 9376 |
Tincture of Aconite and Passionflower x 200
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 draughts is 10.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living | Beautification | 200sp | Jim Arona 021 076 9376 |
Potion of Another Country x 1
Rank 15 Alchemy
This potion is bright green and is contained in a fragile glass bottle for quick use. It weighs 4oz.
The imbiber will be transported instantaneously to the nearest country which is not the one they are currently standing in. Passage is through the air meaning that if they are in an enclosed space (inside a cave or room, for example), their exit must be unimpeded. The potion will not move people through closed doors or openings too small for them to get through normally.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Seventh Plane | Magical | Translocation | 7,500sp | Jim Arona 021 076 9376 |
Potion of Ophan Blood x 11
Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living | Fortune | 8,000sp | Jim Arona 021 076 9376 |
Potion of Pentecost x 1
This potion is contained in a heavy glass vial and requires a pulse to prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next Solstice or Equninox, whichever comes first, or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | The Abyss | Magical | Communication | 5,000sp | Jim Arona 021 076 9376 |
Elixir of Invulnerability x 8
Rank 8 Alchemy
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Protection | 10,000sp | Jim Arona 021 076 9376 |
The Consummation of Fire and Water x 15
Rank 9 Alchemy
The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Disintegration | 13,000sp | Jim Arona 021 076 9376 |
The Sublimation of Water into Fire x 7
Rank 8 Alchemy
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.
When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex and may be behave as if Gaseous Form has been cast on them (at the creator's Rank in Alchemy). They will smell strongly of burning wherever they drift.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Transformation | 12,500sp | Jim Arona 021 076 9376 |
Golden Century Blossoms x 6
These flowers are edible when prepared by the arts of a Rank 8 or better Herbalist. Otherwise, they are painfully lethal, killing whoever eats them by the stroke of midnight on the day ingested. On the occasion that a sentient mortal eats one of them, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Sparlainth | Previously living | Enhancement | 10,000sp | Jim Arona 021 076 9376 |
Decoction of the Singing Bees x 10
Rank 7 Herbalism
This Rank 10 Herbalist draught is contained in a heavy glass flask weighing 6oz. It takes a pulse to prepare and will not break easily.
To benefit from this draught, the imbiber must not cast any magic from the dawn of the day they drink it to the dawn following. If the imbiber rests or sleeps, they may experience visions and sensations that may well be prophetic and are definitely vivid. While they are awake, they will feel tired and listless. At the end of this time, their blood and anything written in it will be Invisible. The imbiber will remain under the effect of the draught until the last day of the next Full Moon. Only those whose Witchsight, Wizardsight or Enhanced Vision is greater than the Rank of the draught can read anything written in it, although they may notice odd marks if their rank is equal or lower.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living | Concealment | 300sp | Jim Arona 021 076 9376 |
Cartouche of the Golden Rose x 6
Rank 9 Alchemy
This is a rectangle of purest gold about 3 x 6 centimetres. The image of a rose has been etched into it. When placed against the site of a Specific Grievous Injury that is not an amputation, it will instantly cure it, then crumble to a translucent greenish dust.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Magical | Restoration | 10,000sp | Jim Arona 021 076 9376 |
Potion of Powerful Restoration x 10
Rank 10 Alchemy
The potion has one of two possible effects:
- If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one.
- If the imbiber is alive but has taken harm, then it will restore ALL deficit to EN and FT, but permanently reduce their maximum FT by one. It will not cure EN lost to Specific Grievous injuries or Afflictions.
The FT may be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Tanuel | Previously living | Enhancement | 15,000sp | Jim Arona 021 076 9376 |
Mutations
Turf's Eye
Turf's eye is now as dark as a black sapphire. When he performs a Ritual of Ancient Divination, the iris of the eye seems to become faceted and to rotate in much the same way as an hypercube [[1] . This has two effects:
- He can see whatever he is Divining from other perspectives so long as there is no physical obstruction. He cannot see through walls, etc.
- He reduces the cast time of the Ritual by 10 minutes per Rank, to a minimum of 10 minutes.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 5,000sp | Jim Arona 021 076 9376 |
Lysander's Sword
Lysander's sword now has the following ability:
Call the Noonday Sun: The wielder may take a Magical Fire Action and invoke this ability on a megahex centred on them. This will brightly light the area for a pulse and inflict 4 rollup D10 damage. Everyone except the wielder must roll under 2 x AG to avoid this damage and under 2 x PC to avoid being blinded for the rest of that pulse and the next one. Those who are vulnerable to sunlight take half damage even if they make the roll. This ability can be recharged by performing the Ritual of Purification at noon on a Sunday.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 5,500sp | Jim Arona 021 076 9376 |
Keshah's Given Word
Keshah has taken a Word of Binding never to return the runesword Ravenous to the Known Realms. These are Feralie, Assirya, Sparlainth, Victoria , Malkuth and New Terra.
If Keshah keeps his Word until Autumn 811, then a lock of his hair above his right ear will turn blue. His aura will change to reflect this change, and a DA question about the nature of the lock will reveal that Keshah is an Oathkeeper. In addition, his FT will increase by 1 and he gains 1500 experience points (unmodified by race). If Keshah breaks his Word (by taking Ravenous to the places mentioned), then his forehead will be marked with a Φ which is irremovable. A DA question about the nature of the mark will reveal he is an Oathbreaker. He will also lose the blue lock of hair and the extra FT. He gets to keep the extra experience points, however.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 1,000sp | Jim Arona 021 076 9376 |
Gifts
The Rune of Metal
Keshah has learnt the Rune of Metal, and can use it with his Ritual of Binding Elements. Half a pound of metal, plus half a pound per Rank may be so bound. The Ritual requires that this Rune be inscribed upon his runewand.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 10,000sp | Jim Arona 021 076 9376 |
The Runesword Known as Ravenous
This runesword has been made out of a particularly vicious entity from Beyond the Veil.
Who resents it.
He is as large and as heavy as a two-handed sword, but is wielded as if he were a hand and a half. Wielding him two handed will increase the Damage Modifier by 1 and increase the Strike Chance by 5. The Strike Chance is 55%, the Damage Modifier is D+7 and weight is 9lbs.
When swung in the fray, Ravenous moans, becoming ever more gleeful as the violence continues. This makes his hunger for mayhem known to everyone nearby. Any mortal sentient within a 15 ft radius whose WP is below 11 must succeed at a 3 x WP or roll on the Fear Table.
He is a legal target for a Ritual of Fashioning Runewand and can also be upgraded by it. This allows a Rune Mage to treat him in all ways as if he were their Runewand.
Ravenous may devour another sword (not daggers or mains-gauche) to sate his unnatural appetites. The process takes about an hour or so, during which time he will require some privacy.
If the devoured sword's bonus to Strike Chance is greater than the runesword's current SC, then the SC bonus replaces the runesword's. If the bonus to Damage Modifier is greater than the runesword's DM, then the DM bonus replaces the runesword's.
Special abilities of swords may be devoured, the process proving somewhat draining on the wielder. For a special ability to be gained, the following conditions must be met:
- Ravenous agrees
- the DM agrees
- the wielder agrees to pay the cost
Ravenous will never agree to devour something that weakens him or offends his sense of dignity. Anything with the words 'faerie', 'fairy', 'dainty' or the colour pink is right off the menu.
If the DM agrees that Ravenous can devour a sword's special ability, then they should levy a cost that the wielder will have to pay. This might be trivial or exacting depending on how powerful they judge the ability to be. In general, special abilities will cost somewhere between 2,500 and 7,500 Experience in the most appropriate stat points (most commonly EN), which can be bought back in the usual way.
Only the giddiest optimist would wield this thing without first casting Control Entity on it. The spell prevents Ravenous' elemental hunger from subverting the wielder's will and forcing them into a frenzied killing spree. Casting Converse with Spirits will let the wielder speak with the runesword, who will be explicit about his desires if any doubt remained.
He has a 7% chance to know important details about magical swords and is too arrogant to lie.
Clearly, Ravenous is pernicious to mortal life. However, he is not considered Unholy. Really.
He comes with a scabbard, which is, perhaps, more useful. While he is in the sheath, he has no resistance to spells that Compel, Control or Bind. More importantly, he cannot give voice to his unnatural lusts.
Ravenous' WP is 5, increasing by 1 for every stat point except PC the wielder sacrifices to it. His WP is now _____
Ravenous' Frenzied Killing Spree
If Keshah should lose control of Ravenous at a time when the runesword's will is thrarted, then he must succeed in a 3 x WP roll or be possessed. Ravenous will lay about without regard to friend or foe, and in fact head for the most powerful unsheathed sword within Keshah's TMR. Keshah's EN is increased by the sword's WP value. More importantly, a 1 x Ravenous' WP roll is made whenever Keshah's body takes damage. If successful, this damage is stored in the blade and does not affect Keshah. All or some of it may be applied to the next entity Ravenous hits.
If Keshah is unconscious at the time the possession attempt is made, then he will automatically fail to resist the possession.
The Killing Spree will end when Ravenous can no longer control Keshah's body.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Songs of Pain and Sorrow | Summer 809 | Beyond the Veil | Long living sentient | Devouring | 25,500sp | Jim Arona 021 076 9376 |
Shroud of the Fëanturi
Range: Self
Duration: Special, requires Concentration.
Experience Multiple: 275
Base Chance: 10 %
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The Adept and everything they are carrying is transformed into a swarm of spectral moths. They cannot cast, use Skills that require the use of a voice or hands or make normal attacks. Unusually, the Adept can move up to half of their TMR while preparing and casting this spell. The swarm will occupy seven hexes, more or less the megahex they were standing in but movement will make it assume a more elongated form.
The swarm has the Adept's TMR and Movement Rate while in combat or below tree top level (within about 10 to 15 metres of the ground). If the swarm climbs higher than that, then it will be able to ride a Spirit Wind. In this case, their movement rate will be up to 30 (+1 per Rank) miles per hour. The Adept is in control of the direction and speed of the Wind.
The swarm may pass through holes that are about an inch wide, so the Adept may fly through the leaves on a tree in most cases. Hedges, pipes or long grass will almost certainly not allow flight, although the swarm can climb through such things. On the ground, TMR is no more than 1 and movement rate is capped at 50 yards a minute. The swarm can cling to any surface not specifically protected against crawling insects and the like and make use of Stealth when not in the air.
At Rank 20, and provided the Adept is covered by an active Wraithcloak Spell (Wraithcowl counts), they may choose to have the swarm assume a spectral form of themselves. The moths press on top of each other until they all coalesce into a bluish, shadowy figure with the Adept's features. This form can only be sustained for twelve pulses, but for that period, the Adept becomes insubstantial enough to pass through solid matter.
They may not pass through cold iron and they only have a TMR of 1 in this form. They may move in any direction, including up and down but have no special ability to see through it. They may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Aside from being reasonably immune to mundane damage (except as noted above), they can, in general, ignore the effects of bolt spells or even multi-target spells like Necrosis or Whirlwind Vortex. They are still a legal target for such spells, but even killing seven moths is too trivial to be of concern given their huge numbers. Spells that target the personality, will or soul have their normal effect.
BUT: the moths are flammable. Even a Bolt of Fire can cause damage to the entire swarm as the flames leap from moth to moth. The Adept's Resistance versus magic that burns is halved and the damage is doubled. Area of effect spells that cause damage will also do double damage. These penalties stack. For example, against Smoking Magma, Magic Resistance is halved, and damage inflicted is multiplied by four. Where Magic Resistance is reduced by the magic (e.g. minus 20 MR as a result of a triple effect), the halving occurs before the subtraction.
Example: The Adept has MR of 80 in this form. If subject to Rank 15 Hellfire (-20 MR), the Adept's MR = (80/2)-20 = 20, not 30.
EN damage taken while under the effect of the spell cannot be Healed back. This kind of damage represents a loss of body mass, and therefore it must be Regenerated. This will require a Rank 8 Healer at least.
The spell is always broken if the Adept's concentration is lost and in any case ends at dawn.
This spell is not teachable to others.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 25,000sp | Jim Arona 021 076 9376 |
The Gift of Lórien
By the grace of Lórien, Naden's special ability to Divine Enchantments by touch and to Receive Prophetic Dreams has been inscribed upon his soul so that it will persist through death.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 1,000sp | Jim Arona 021 076 9376 |
The Gift of Kementári
Lysander's name has been struck from the rolls of Námo. This means that she will not receive the Judgement of Mandos on her final death, but instead pass onto unknown realms. Thus, she is no longer the legal target of a Doom from any source.
Kementári, in her mercy, has granted Lysander the ability to advance her FT by one point per season or adventure, whichever is less at the normal cost of 2,500 Experience.
And, she has given Lysander another Individual True Name. This ITN is Ranked separately. If she takes 21 pulses less one pulse per Rank in the new ITN she can assume a new identity. Race and characteristics are not affected by this change, and she is aware of everything that happens to her in whatever identity.
Lysander must decide if the new identity has any or all of her Pact, College, Skills, geasa, or curses. If the new identity doesn't have a Pact, then she cannot benefit from it, and she cannot use magic if she doesn't have a college. Knowledge known to the new identity is not removed from Lysander, it would theoretically be possible for both identities to be identical.
Weapon skills are shared across identities. The new identity starts with all of the weapons that Lysander already knows. If she or the new identity advance a weapon skill or learn a new one, the other will automatically benefit as well. However, any new non-weapon abilities are acquired for each ITN separately.
Her appearance has not changed, so changing identities would not cause a Locate spell to fail, but Name Summoning would.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 15,000sp | Jim Arona 021 076 9376 |
Spell of Name Change
Range: Self
Duration: Conc. Max 30 minutes + 30 minutes per Rank
Experience Multiple: 275
Base Chance: 1 %
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The Adept assumes the form or seeming of something whose Name they have Ranked.
If they wish to assume a physical form, then they must have at least Rank 10 in its GTN. When they transform they acquire the lowest value of the creature's physical stats: PS, MD, AG, PB and EN. They retain their own MA, WP, FT and PC. For every 2 Ranks in the GTN in excess of 10 they may add 1 to the form's physical stats.The Adept may not transform into a fantastical or sentient creature, nor one that weighs less than a few ounces (about the size of a mouse) nor more than 1000lbs (up to a large bull, but not a fully grown ox).
The cost to transform themselves is 12 FT – 1 per 2 Ranks in the spell.
They may assume the seeming of anything whose GTN they know. This will engage all of the usual senses. The size of the seeming can be no more than 1 hex per 3 or fraction Ranks in the Name. It is much harder to make a seeming that is smaller, however. If the Adept has Rank 10 in a Name, they can take the seeming of something half their size, one quarter their size at Rank 20.
The limits on a seeming are much less constrained than for a transformation.However, the appearance of a particular entity can be assumed only if their Individual True Name is known. In addition, the spell can only be sustained for either 30 minutes + 30 minutes per Rank of the spell or 10 minutes + 10 minutes per Rank of the ITN, whichever is lowest.
Each time an observer has reason to question the seeming, then they are allowed a Magic Resistance versus Namer Special Knowlege magic. The roll is penalised by the Rank of the Name used, but the observers gain a bonus to MR of their PC. If they fail this roll, but subsequently have reason to doubt the seeming again, they may make another roll. If they resist, they are undeceived.
Seemings never inflict any damage. Indeed, physical contact sharp enough to require a Strike Check will cause the seeming to dissipate.
The cost to change their appearance is 6 FT – 1 per 4 Ranks in the spell.
This spell is not teachable to others.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 27,500sp | Jim Arona 021 076 9376 |
Turf's Gift
Turf has been given a special ability that is identical to the Illusionist Talent
Enhanced Vision
Experience Multiple: 225
Effects: The Adept may see through any obscurement such as smoke, dust, water, fog, cloud or rain (though not darkness) to a distance of 10 feet (+ 10 / Rank) as if unobscured. Normal penalties then accrue from this range. The Adept may see objects or
entities that are invisible - they appear to have a slight blue sheen around them. If the invisibility effect (excluding
Walking Unseen) is of a higher Rank than the Enhanced Vision, the object or entity may not be clearly identified or directly magically targeted. The Adept has a Base Chance of PC (+ 5 / Rank) of Detecting Illusions if they take a Pass Action — each
Illusion may only be checked once. Detecting an Illusion does not nullify its effects.
Wished for by Naden.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 2,500sp | Jim Arona 021 076 9376 |
Naden's Gift
Naden has been given a powerful ability to dominate the Undead. This means that his base Willpower is considered to be 42 with respect to the Undead. This will affect his MR vs any magic they cast and increase the number that he can control. In addition, Undead subtract 20 from their MR vs his magic.
Wished for by Lysander.
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 12,500sp | Jim Arona 021 076 9376 |
Lysander's Gift
Lysander has been given a special ability to call forth the fires of her soul. When she calls out 'Soulfire' (requires a Free Act and costs 1 FT) her weapon is sheathed in silvery flames. On her next successful Strike Check, the weapon will inflict an additional D10+5. Soulfire can be called forth 3 times before becoming depleted, then will recharge on the occasion of the next dawn.
Wished for by Keshah
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 4,500sp | Jim Arona 021 076 9376 |
Keshah's Gift
Keshah has been given special expertise in the performance of the Rune Healing Ritual so that 1 minute is subtracted from the Casting Time per Rank achieved. In addition, his effective Healer Rank is 1 for every 2 Ranks in the Ritual. It may only be performed on living entities, so can never be used to resurrect or preserve the dead.
Wished for by Turf
Adventure | Season | Value | GM |
Songs of Pain and Sorrow | Summer 809 | 6,000sp | Jim Arona 021 076 9376 |