South Gate Rot Award: Aloysius

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Aloysius returns to the Guild on the 7th Harvest 817wk with 27, 804 Experience, has earnt
95tg
6gs
9sp
after Guild Taxes.
He has earnt these Spots:

3 3 5 6 7 8 8 8 8

He had 11 days available for training on the adventure and spent 37 days away from the Guild.

He may
advance any Talents four Ranks.
advance his Rank in Climbing as if he had 4 weeks of training time and at only 90% of the cost.
advance his Rank in Stealth as if he had 4 weeks of training time and at only 90% of the cost.
advance his Rank in Physick as if he had 4 weeks of training time and at only 90% of the cost.
advance his Rank in Goblin as if he had been immersed in it for 3 weeks.

Consumables

Grenadoes

Enhanced Siege Grenado x 2

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 5
2 or 3 25
4 - 6 125
7-0* 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 is 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 is from 7 - 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.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Red Iron Grenado x 1

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 Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Amulets

Agate Amulet

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1

Once all of the charges are used, the amulet fades to a greenish dust.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Hell Formerly living Affliction px50 Jim Arona 021 076 9376

Trumps

The Magician

Increase MA by 1, which also increases the maximum to which it can rise, even if this is beyond racial limits. Gain 10,000 Experience

Ace of Pentacles

You will receive an inheritance of 5,000sp upon the death of a loved one, and an improvement in Social Rank. This may include legitimsation.

Knight of Pentacles

When this trump is used, the player can continue fighting for six Pulses after their EN has dropped sub-zero

Nine of Pentacles

Profits from your next venture will be doubled.

Three of Pentacles

You will be noted for your achievements and gain up to 5,000sp in credit from a person or group you associate with. This must be paid back within the year, but without interest.


Scrolls

Strength of Stone x 4

Base Chance: 80% + Reader's MA bonus & Enchantment   Duration: 21 hours   +20 to PS or EN

Potions

Restorative Potion x 2

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.

Restorative Potion

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.

Love Philtre

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.

Fertility Potion x 2

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.

Frog Potion

This oil weighs 4 oz . It need not be Prepared before it is used if it worn openly, but there is a 30% chance that it will break/denature if this is the case. This applies to impact (physical) damage, force, heat, fire, ice or lightning, but not cold, corrosion, Putrid Wound, Necrosis, Disruption etc..
The imbiber becomes a frog with the following stats:

Description
The frog is a small green amphibean about the size of a mouse.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Swimming, Running & Climbing: 150/100/100
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3 2/1 NA: None
Weapons
Frogs may bite.
Bite: BC 20%, [D - 7], Close, Rank 0.

The imbiber may end the spell at any time, and this requires a Free Act. When they return to their original form, they are cured of 2 rollup D10 damage.


Oil of Blade of Darkness

This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.


The Consummation of Fire and Water

This 8oz phial contains a fluid that 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 through¼ 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 Sublimation of Water into Fire

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.

Melian Healing Potion

This draught weighs 9oz and is very robust. It must be Prepared before it may be taken. It cures 1 rollup D10 + 8 damage.

Poisons

Invested Gems

Other Invested Items

Crystals

Charms

Other

Pint of Red Beer x 5

This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.

Pint of Pale Ale x 2

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.

Pint of Dark Ale x 5

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.


Lightning Jar

This cylindrical earthenware jar weighs 1 1/2 lbs, is 3 inches across and 12 inches long. and contains 4lbs of galvanic fluid.
These do not protect the wearer in any way, but any lightning damage inflicted on the bearer will also increase the galvanic value of the fluid at a rate of 1:2 taken. When the galvanic value of the jars increases to 30, the berarer must make a Magic Resistance check versus Backfire to avoid the jar catastrophically releasing its entire galvanic value as lightning damage. A successful Magic Resistance check means that the galvanic value has been increased and the jar has held.

Copper Rose

This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.
This copper rose will last until the winter solstice 818 WK.

Translucent Clay x 120 lbs

Ceramics made of this clay will be translucent. If the ceramic is fired again, it will be transparent.


Distillate of Bronze x 1

This metallic fluid is an intense metallic yellow/orange, and is otherwise similar to mercury. Although it is the size of a standard crystal phial, it weighs 3 1/2 lbs.

Pyrites of Iron

These golden metal flakes are iron although they do not impede spell casting. They are held in a delicate glassware bulb about the size of a man's fist and weigh 1 lb.
When used in the Casting process, they increase the base chance of any illusory magic by 10.
When exposed to water, the flakes will bubble noxiously for 3 Pulses then generate toxic fumes over the megahex (3 x MD + 2 x Alchemist Rank to avoid) or suffer 3 rollup D10 acid damage. Fume production continues for 3 more Pulses, whereupon the pyrites will burst into flame, igniting the fumes which will inflict 3 rollup D10 fire damage and 3 rollup D10 impact damage. Protection from armour applies against both of these attacks, although Magic Resistance is not allowed.

Humour of Melancholy x 2

This crystal phial weighs 4 oz and contains an aqueous humour of melancholy.

Melian Healing Salve x 2

This small stoneware pot contains an amber unguent and weighs 8 oz. No Skill is required to apply the ointment. It will cure 1 point of damage per Pulse for 1 rollup D10 + 8 Pulses.

Skin Changes

The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Asp

Description
The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Abilities
Asps have no talents, skills or magic.
Movement Rates
Crawling: 150
PS: 2 MD: None AG: 16 MA: User EN: 1 FT: User
WP: User PC: User PB: 8 TMR: 3 NA: None
Weapons
Asps may bite. Poison occurs after effective damage.
Bite: BC 65%, [D - 3] penetration only, Close, Rank 0.
Poison: 2 DP per pulse.


Red Stag

Description
Stags are wild creatures, like thin, agile horses with large racks of antlers.
Abilities
Stags have no special talents or skills and use neither tools nor magic.
Movement Rates
Running: 750
PS: 20 MD: 19 AG: 22 MA: User EN: 15 FT: User
WP: User PC: User PB: 12 TMR: 15 NA: Hide absorbs 3 DP
Weapons
Stags may either use their antlers or kick into their rear hex.
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0.


Mouse x 3

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D - 7], Close, Rank 0.


Remnants

Weapons

Goblin Dagger

This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.

Fir Staff

This staff is smaller than usual and may be wielded 1-2 handed by anyone of size 5 or greater. It is made from the twisted branch of a fir tree, stands 4 and a half feet high and weighs 3 lbs. The base Strike Chance is 55% and base Damage is 1 rollup D10 + 2.

  • The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 and Rank 8 in quarterstaff. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.

When the wielder has reached Rank 5 in quartersaff, they may bleed onto it, causing green fir needles to sprout from the top at a rate of 1 per Rank in excess of 4, to a maximum of 5 at Rank 9. Each needle may be spent in the place of 2 FT points to cast a spell. This means that casting a General Knowledge spell is not as efficient unless in a low mana area.
When the wielder has reached Rank 8 in quarterstaff, they may bleed onto it, causing green fir cones to sprout from the top at a rate of 1 per Rank in excess of 7 to a maximum of 2 at Rank 9. Each cone may be spent in the place of a Prepare Action and requires a Free Act. EN lost to bleeding on the staff may not be recovered by the use of Skills or Magic. It must be recovered at the base rate of 1 for every 3 days of rest (being defined as a day where no more than half FT is spent).
Once a bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder subtracts their Rank in quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in quarterstaff.
  • The staff amplifies the effectiveness of
the Windwhistle spell so that the wind arrives 1 Pulse after the spell is cast. This costs 1 EN instead of the normal 1 FT cost, doubling each successive Cast, resetting at dawn.
the Storm Calling spell so that it will arrive in half the normal time, to a minimum of 1 Pulse. This costs 1 EN instead of the normal 1 FT cost, the EN cost doubling with each successive Cast, resetting at dawn.

Once the wielder's PC has risen to 10 and a further bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder's Unengaged Intiative while casting spells is the same as their Initiative with this weapon, so long as it is Prepared.
  • The staff amplifies the effectiveness of
the Air Blast spell so that it may be Cast without Preparing and as a Free Act. This costs 1 fir needle as well as the usual 2 FT.
Incantations
Rainstorm - Storm Calling

Range: 20 feet (+10 feet per Rank)
Target: Volume of Effect
Effects: This incantation of the Storm Calling spell summons a miniature rainstorm, 5 feet accross (+ 10 feet per 10 full Ranks), that appears over the target hex(little dark rain cloud, tiny lightning bolts and all). Anyone who fails to Resist will be drenched by the storm which will completely soak anything not waterproof in sixty seconds (-5 per Rank). Anyone in the volume who has not resisted adds 2 per Rank to any percentile rolls (making them more difficult), and those who leave the area will have any percentile checks penalised by 1 per Rank until they are dry. Those who resist will have their percentile checks penalised by 1 per Rank until they leave the volume of effect, whereupon they are no longer affected.
Attacking into or through the Rainstorm incurs a soft cover penalty of 20, magical attacks using fire or heat, fiery breath weapons and alchemical weapons with effects similar to methane will have the first Rank points of damage ignored per Pulse if it would pass into or through the volume. Casting the Lightning spell into the Rainstorm will make it propagate throughout the entire volume.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Gliding - Progressive Duration

Duration: Special
Effects: This incantation of the Gliding spell is the same in all respects except that the duration is calculated at 5 minutes + 15 minutes per Rank if the Rank is less than 10, 5 minutes + 20 minutes per Rank if the Rank is less than 20 and 5 minutes + 30 minutes per Rank if the Rank is equal to or greater than 20.
Cost: 1,000 Experience.
Constraints: Unracks the spell, penalises AG checks by 20 when Cast, lasting 12 Pulses (-1 per Rank.)
This incantation is not teachable.


Armour

Brigandine of Beads

This is brigandine is mail armour made from beads set it into an orichalcum wire framework. It has a weight factor of 2, reduces AG by 1, provides 4 Protection and 5 Spell Armour.
Repairs require the arts of an Artisan Jeweller of Rank 4 who will charge 300 sp per day per point of Protection repaired .

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical Artificing px50 Jim Arona 021 076 9376

Miscellaneous

Spell Racks

Inlaid Fruitwood Box

This box is 8 inches x 5 inches x 3 inches. It is a spell rack
Three times a week, resetting at noon on Wednesday, it may be opened, whereupon it will dry the owner, however drenched, over the period of a Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Witchcraft px50 Jim Arona 021 076 9376

Badger Mask

This mask is made from badger fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a badger. Badgers are territorial, grumpy and brave. They have a fairly earthy and straightforward view of most things, and there interests focus largely on worms, insects, small mammals and birds, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. They will recognise threats to their territory in a way that is easily recognisable by a humanoids. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction that doesn't interfere with their main drives. It will readily fight if asked, unless an opponent is bigger than an individual wolf. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376


Gilded Cage

This 6 inch high x 3 inch wide cylindrical birdcage is made from orichalcum and weighs 5 oz. Any entity that touches the door of the birdcage and fails to Resist will find itself shrunk down and inside it. If they do not have hands, they will be bound to the perch in stasis. If they have hands, they will still shrunk down to fit inside the cage, but will not be held in stasis. Anything inside the cage that is not in stasis can exit the cage by opening the door.
The birdcage may only hold one entity at a time.
To succeed in hitting an entity with the door of the cage, the wielder must roll 15% of their modified Strike Chance + 20 with rock.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magic Trump Artistry px50 Jim Arona 021 076 9376


Sea Green Cloak

This cloak is a somewhat mottled green colour as if it were made from felted wool, but feels like slick leather. It increases the wearer's Stealth in wooded, brush, riparian or maritime environments by 10, provides 4 Protection and 5 Spell Armour. The wearer's Rank in Swimming is increased by 2.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Witchcraft px50 Jim Arona 021 076 9376

Jewellery

Amulets

Amulet of Luck

This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.


Enhanced Amulet of Luck

This amulet of a polished tiger's fang when it is worn openly from the left ear adds 2 to the wearer's Magic Resistance and 3 to their Defence. This stacks with one other Amulet of Luck. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox to recharge it.

Amulet of Elder Flowers

This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye.


Ring of Shock Bolt

This bronze ring has a rounded amber stone, and weighs 1/4 oz. It must be worn on the ring finger on the right hand and for a week for its magic to be effective.
The ring confers a + 10 bonus to Cast Lightning Bolt and to Magic Resistance versus any electrical or lightning attacks. It also holds a charge that allows the bearer to change a Lightning Bolt spell to a Magazine of Shock Bolts. A shock bolt is a fist sized orb of bright, actinic light which will impact against the first object or entity along its flight path, inflicts standard damage and may Stun. If the targeted entity Resists, they take half damage and their Strike Chance is reduced by 20, lasting until the end of the next Pulse. The magazine will not dissipate for 1 Pulse per 3 or fraction Ranks, and Shock Bolts may be Cast without Preparation, costing 2 FT, and a Cast Check is made on each occasion. This may backfire, fail, succeed, double or triple effect.
The ring may only be recharged by Casting a Lightning Bolt into it no earlier than the next dawn AND during a storm.

Allies

Lore

Scroll of Physick

This scroll has been made from the mummified leaves of a pandanus. It is not very old but very fragile and will not last out the season. Reading it over a period of 8 weeks will teach one person the Artisan Skill of the Physick.
It requires the expert use of a physicker's kit, and doing so allows them to:

increase their patient's EN by their Rank for the purpose of calculating how much natural healing they recover in three days of rest
this takes about 4 hour's attention in any given day
increase their patient's EN by their Rank for the purpose of preventing or recovering from infection
this takes about 1 hour's attention in any given day
reduces by 1 the number of days natural healing takes at Rank 5, and by 2 at Rank 10
this takes about 4 hour's attention in any given day

These abilities stack with the abilities of a Healer where possible.

Note
A physicker's kit holds 10 applications. A wise physicker will carry more than one.


Obligations

Special Abilities

Ancient Cantrip

Ancient cantrips are similar in many ways to standard ones: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.


Lumen

Range: MA feet
Duration: MA minutes
Effects: The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.


Incantations

Mist - Mists of Gyges

Effects: The mist the Adept summons is invisible, as are 1 entity (+ 1 per 3 or fraction Ranks) within it. Everyone inside the mist can see the others, whether visible or not. If the spell is of a higher Rank than an observer's Witchsight, Wizardsight, Second Sight or Enhanced Vision, entities within the mist may not be clearly identified or directly targeted. An entity who moves more than 1 Hex per Pulse will be clearly visible.
The mist imposes no penalty to visibility for those inside or outside it.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3, reduces WP value by 3.

Mist - Mists of Himony

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Target: Volume
Effects: The entire area affected by the spell exudes a sharp, peppery odour from the ground, and all breathing entities within it, except the Adept or those protected by Vapor Breathing of equal or higher Rank, must make a Will Power check or be wracked with sneezing. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank WP Multiple
0-5 5
6-10 4
11- 14 3
15 - 17 2
18 & 19 1
20 1/2

Those entities who fail are afflicted with sneezing, have their Strike Chances reduced by 10 (+ 1 / Rank) and must make a Concentration Check to Cast Spells. Executing Ritual magic is out of the question. The multiplier for the check is the same as that for resisting the sneezing fit. In addition, this spell causes a thick, roiling lavendar mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank), and reduces the range of all forms of vision, within the mist, to 20 feet (- 1 foot / Rank).
Entities not in the habit of breathing will, largely, ignore the sneezing fit unless it is fashionable and they are a Courtier/Courtesan.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Summon Avians - Hornets of Pharpharash

Conjure the Hornets of Pharpharash
Range: 20 feet
Duration: Immediate
Resist: None
Target: Hornets of Pharpharash
Effects: If the cast is successful, the Hornets of Pharpharash will appear with a combined Fatigue and Endurance of 15 (+ 5 / Rank) appears as a cloud of large, flying, stinging insects within 20 feet. The Adept may automatically cast a Spell of Controlling Avians to see if they control this elemental force. This requires a separate Cast check and additional FT to cast, but does not require any Preparation, being cast in conjunction with this one.
The Hornets appear as a swarm with vagueily cylindrical proportions, Rank feet high and 15 feet across (+10 feet per 10 full Ranks). It will expand to fill a volume and may even move around corners. It may fly at a movement rate of 500 yards per minute

PS: 2 MD: None AG: 22 MA: None EN: 4 FT: 6
WP: 9 PC: 17 PB: 5 TMR: 10 NA: None
Weapon
The Hornets attack as a swarm on its Engaged Initiative Value without needing to make a Strike Action, although venom damage is applied at the end of the Pulse. Armour does not Protect against the attack unless specially sealed against it, in which case it is normally effective. Instead, the following schedule is consulted.
Armour D10
Cloth =<3
Leather =<5
Scale =<6
Lamellar =<6
Partial Plate =<6
Chain =<7
Full Plate =<8

A victim who rolls the indicated number or less has been protected by their armour and has not been stung, 10 always being a failure. The DM may adjust these values by 1 to reflect especially good or poor quality armour. Those who fail take D10 - 3 + 1 per 2 full Ranks. This venom works for 3 Pulses.
The swarm has no Protection value, but attacks can inflict no nore than 7 damage on it for each target (e.g. Rank 10 Necrosis will inflict D10 + 20 damage on 4 targets for a maximum of 28 per Cast upon the swarm). Attacks that affect volumes (Lightning, Fire Ball, Dragonflames, Blackfire and the like) may inflict normal damage at the DM's discretion.

Controlling Avians
Range: 20 feet
Duration: Concentration, no maximum
Resist: None
Target: Flying Entity
Effects: The Adept may attempt to control the Hornets of Pharpharash they have just summoned who do not get to Resist. If successful in establishing control over these elemental forces, the Adept maintains control until their concentration is broken or they banish the Elemental with a General Knowledge counterspell of the College of Air Magics. If they fail to gain control of the Elemental or gain control but have their concentration broken, the Hornets will immediately attack them. The Adept cannot banish them if they do not control them.

Cost: 1750 Experience.
Constraints: Unracks the spell, reduces FT value by 3.

Barrier of Wind - Shelter of Sammarsaides

Range: Self
Effects: In addition to its other properites, this incantation of the Barrier of Wind spell protects the Adept from the first Rank points from physical damage or breath weapons, resetting at the beginning of the Pulse. This is calculated after Resistance checks are made, if allowed, but before any other reductions are applied.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Lightning Bolt - Break the Sky

Range: 75 feet + 15 / Rank
Duration: Immediate
Resist: Passive
Target: Area
Effects: This incantation can only be cast outside during a storm. The Adept calls a massive lightning stroke so large it appears as if the sky has cracked. It will crash from the clouds down to a given area within the Adept's range. The stroke is targeted to hit a specific hex and any entities within the stroke suffer [D + 12] (+ 4 / Rank) damage. Entities within adjacent hexes suffer [D + 2] (+ 1 / Rank) damage. If an entity successfully resists it suffers only half damage (round up). This spell will have no effect if it is targeted on a hex which is already a target of this spell.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.