The Coils of Spring - Alandis
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Alandis returns to the Guild on the 14th Blossom 816wk with 50, 715 Experience, has earnt 41,257sp after Guild Taxes
He has earnt these Spots:
5 | 6 | 7 | 8 | 8 | 10 |
He had 11 days available for training on the adventure and spent 104 days away from the Guild.
- He may
- advance any Talents 14 Ranks.
- advance his Rank in Climbing as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Stealth as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Swimming as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Spy as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Ranger as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Troubadour as if he had 7 weeks of training time and at only 90% of the cost.
- advance his Rank in Kalvanian as if he had been immersed in it for 7 weeks.
- advance his Rank in Ruskan as if he had been immersed in it for 4 weeks.
It has been revealed that Alandis is Vadagh, a race created by the Lords of Order working from the Elves of Middle Earth. Everything remains the same, except that as a Vadagh, his Witchsight no longer lets him see in darkness. Instead, it lets him see into proximate dimensions on a percentile roll of PC + 5 per Rank or less. He has the same chance of noticing portals or gateways or dimensional disturbances, and wyrmholes leave a trace he can follow for a Pulse or two. It works in all other ways as the standard Witchsight, however.
He has made the acquaintance of Arkyn, the Lord of Order on Kalvos and granted him this boon. Although he is besieged by the Queen of Swords, nevertheless, Arkyn is aware of Alandis and may be able to help him from time to time. A roll of 90 or higher on percentiles indicates that this is the case. How Alandis gains the attention of Arkyn is up to the DM.
Consumables
Other
Witch Skin x 3
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | 500sp | ![]() |
Potions
The Consummation of Fire and Water x 2
This 8oz phial contains a vividly orange/red fluid. When it 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 |
Coils of Spring | Spring 816 | Nualis | Magical | Disintegration | 13,000sp | ![]() |
The Sublimation of Water into Fire x 1
![](/dqwiki/images/thumb/a/ae/Fireball.png/100px-Fireball.png)
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 |
Coils of Spring | Spring 816 | Tanuel | Magical | Transformation | 12,500sp | ![]() |
Elixir of Invulnerability x 1
![](/dqwiki/images/thumb/c/c1/Invulnerability.jpg/120px-Invulnerability.jpg)
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 |
Coils of Spring | Spring 816 | Tanuel | Magical | Protection | 10,000sp | ![]() |
Potion of Leviathan Strength x 1
This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Beast | 3000sp | ![]() |
Water Curse x 1
This phial weighs 2 oz and looks especially innocuous.
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction
Valuation: 2,500sp
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Spite Craft | 2,000sp | ![]() |
Camion Potion x 1
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | ![]() |
Valiant Potion x 2
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | ![]() |
Zaganatic Potion x 1
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | ![]() |
Wiccan Special Knowledge Counterspell x 1
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Wiccan | 2,000 sp | ![]() |
Gems
Enhanced Gem Murex
This violet spiral sea snail shell, when made into an amulet, must be worn openly as a medallion. When so worn, it provides 3 points of spell FT to the wearer. This may only be used to Cast spells. This spell FT will recover at a rate of 1 point per dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 6,500sp | ![]() |
Enhanced Scarlet Carnelian
This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 4,100sp | ![]() |
Black Dragon Remnants
Black Dragon Armour
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment.
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | ![]() |
Black Dragon's Teeth x 3
![](/dqwiki/images/thumb/d/d2/Sowing_the_Teeth.jpg/120px-Sowing_the_Teeth.jpg)
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Trident | 38 | 96% | +4 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 50 and their Magic Resistance is 45%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | ![]() |
Black Dragon Fang x 1
This black fang may be made into a dagger that weighs 10 oz and is 9 inches long. It inflicts 1 rollup D10 + 5 A or B class Damage and has a base Strike Chance of 53%. It is a legal target for the Fashioning Runestaff, although no rune may be carved into it. It nevertheless will store 1 FT (+1 per 2 Ranks) in the normal manner.
A Rune mage may not own more than one of these daggers.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | ![]() |
Black Dragonel x 1
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:
PS: | 13 | MD: | 15 | AG: | 10 | MA: | 10 | EN: | 8 | FT: | 6 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 13 | PB: | 16 | TMR: | 5 | NA: | Scales reduce damage by 8 |
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute. Once a day, it may use the following abilities on itself:
- Rune Shield @ Rank 20
- Greater Heart Rune @ Rank 20
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage's network of temporary rune portals. The Base Chance is the same as the Adept's, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Living | Black Dragon | Quest | ![]() |
Weapons
Crimson
Crimson is an axe head of a strange crimson metal who weighs 2 lbs, requires 14 PS and 14 MD to wield. It has a base Strike Chance of 67, nflicts 2 rollup D10 damage and is treated as a battle axe with respect to Ranking. It may only be wielded 1-handed, although the wielder is entitled to deliver multi-hex strikes at the usual penalty.. In addition, it does not attract range penalties when it is thrown, and returns to the wielder the following Pulse.
It may only be wielded by the wearer of the Beckoning Gauntlet, which will manifest an unseeable spectral haft that can only bee seen by those who know the Spectral Weapon or Spectral Warrior spells at Rank 16 or higher. Preparing this weapon is a Free Act so long as Crimson is attached to a belt or other obvious strap on the wielder's armour.
It does not conduct drain, so any attack with this weapon does not expose the wielder to further drain attacks.
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon, and is stackable with bonuses from Skill and weapon spells.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Chaos Temper | 9,350sp | ![]() |
Beckoning Gauntlet
This is a mail gauntlet for the right hand made of truesilvered orichalcum and weighs 1 ½ lbs and is sized for an elf or similar. It has five fingers and one thumb. All are functional.
- The wielder's PS and MD are raised by 6 for the right hand only.
- As a cestus, the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal.
- Damage that specifically attacks the right wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 3 x MD to avoid the effects of a Specific Grievous Injury to the right hand or wrist.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their right hand, then three other special abilities become available to them.
- The wearer may see and interact with Phantasms, Spectral Warriors or Nightmares that are in their line of sight so long as they Break 100 + MD + PC + MA + Rank in Cestus.
- The wearer may Beckon forth a phantasm which is not inconvenienced by counterspells and acts on their Engaged Initial Value which will travel at TMR 13 to a target and permanently reduce their EN value by D10 - 4, minimum 1 and then dissipate. The phantasm may not be Beckoned forth again until midnight has struck.
- The phantasm may be used to visit a pall of despair upon a population within sight up to the size of a small town which will reduce the inhabitant's WP & EN value by D10 - 4, minimum of 1. This loss will recover at a rate of 1 every 3 days, Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
- A distant bell will toll on these occasions.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Spite Crafting | 18,000sp | ![]() |
Throwing Daggers x 3
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1.
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target's primary arm or a wound to the solid viscera, but not both).
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 3,950sp | ![]() |
Imp Dagger
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1.
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1.
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty.
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 13,131sp | ![]() |
Armour
Vadagh Battle Dress
Mirror Silver Byrnie
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.
It improves the wearer's Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.
Crimson Robes
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid.
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:
- Buttoned
- It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer's Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values.
- Unbuttoned
- It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Various | Order | 18,350sp | ![]() |
Miscellaneous
Phylactery of Divining Enchantment
![](/dqwiki/images/thumb/7/75/Phylactery.gif/80px-Phylactery.gif)
This is a scroll that appears to be itemised so as to form a brooch. The Caster of Bones has invested his Divination spell in the phylactery. 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: 64%+* Range: 13' Duration: Immediate Rank: 8 Effects: As per Runes of Sight: Divining Enchantment.
A Stone from a Plover's Nest x 3
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | Magical | Spell Storage | 5,000sp | ![]() |
The Apuleian Kalyptra x 1
This eye patch is made from the skin of a night-coloured creature of the Outer Darkness and encumbers as if it weighed 4 oz. The patch provides protection against sights that imperil the mind by horror, fear or mind-bending strangeness. However, this only applies if they spend 1 FT per Pulse and close their unprotected eye. This penalises MD by 1 and PC by 4. Additionally, their base chance with any missile or thrown weapon is reduced by 30. On the other hand, the patch lends them a piratical air which increases their PB by 2 to a maximum of 21.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Outer Darkness | Former living | Protection | 8,755sp | ![]() |
Lore
​Crimson ​Wall of ​Licteon
This Great Spell may only be Cast by an Adept who knows Wall of Fire, Wall of Starlight or similar magicks, after which it is forgotten. The flames or light of the wall spell is changed to crimson when it is invoked.
The wall may be cast in any combination of straight or curving lines, except that no part of the wall may be orthogonal to any other, however distant. It inflicts 1 rollup D10 damage for every 3 or fraction Ranks, doubling at Rank 20​. Anyone attempting to pass through the wall must Resist the damage, those who succeed taking half, and in any case, they must use as much TMR to cross it as half the Rank of the spell,<br​>
The length of the wall is 10 hexes (+10 hexes per Rank), and the height is 10 ft (+ 1 foot per Rank). The duration is 30 minutes (+30 minutes per Rank).
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest |
Copper Scroll: Of Discipline & Mental Fortitude
![](/dqwiki/images/thumb/a/a2/Copper_scroll.jpg/80px-Copper_scroll.jpg)
24 hours after this scroll is opened, it will crumble to a greenish dust.
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest |
Special Abilities
Wildfyre Pool
The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3 in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.
The Wildfyre pool resets at midnight.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Kalvos | Quest |
Immolation - ​Bane Fire
Effects: This incantation of ​Immolation has all of the normal effects except that the Adept can cause it to flare, inflicting greatly increased damage on creatures of the same Generic True Name. The name must be known, although need not be Ranked, and it must be uttered clearly for the incantation to take effect. Prominences of fire lash out, striking every creature of that GTN over the Adept's megahex and inflict 2 rollup D10 (+ 1 per 2 full Ranks) fire damage. This lasts for 3 Pulses after which the spell will end. ​Those struck by the Bane Fire must Resist each time, any who succeed taking half damage​
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Meta magic |
​Immolation​ - Fumes​ of Alandis​
​​Effects:​​ This incantation​ transforms the Adept into thick, roiling smoke for 10 seconds (+5 seconds per 2 full Ranks). The target may be affected by magic​ spells. ​Silvered weapons do not harm the​ target, but magical weapons may​, but weapons made of iron always do​. The ​Adept may​ ​not use any possessions such as weapons, nor may​ the​y cast or trigger magic. Magical or Racial​ Talents may be used​,​ however. ​
​The​y may move​ up to TMR 2 in any direction and pass through any​ opening that is not airtight. When the ​d​uration of the​ ​spell expires, the​y will reform in the nearest hollow​ space large enough to accommodate the​ir body.
The Adept may modify the nature of their smoke, making it less obvious and more toxic with. Rank which ​may overwhelm anyone ​that inhales it. The smell of burning is intense, disabling, and all entities within it must Break 100 ​-> Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes.
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:
Rank | Multiplier |
---|---|
0 - 5 | 3 |
6 - 10 | 2.5 |
11 - 14 | 2 |
15 - 17 | 1.5 |
18 or 19 | 1 |
20 | 0.5 |
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Meta magic |
Mirror Magic
While he is wearing the Mirror Bright Byrnie, Alandis may learn and advance magic of the College of Illusions. The byrnie is a legal target for the the Heroism spell, increasing his Defense by 1 (+1 per Rank), which stacks with Defense bonuses from the Immolation spell. However, instead of making him more noticeable, the magic makes him less, increasing his Stealth by its Rank, This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to successfully Resist vs Special Knowledge Illusion magic to remember them. This MR check is penalised by the Rank of the spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if Alandis does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Order |