The Coils of Spring - Mario
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Mario returns to the Guild on the 14th Blossom 816wk with 56,365 Experience, has earnt 172,785sp after Guild Taxes
He has earnt these Spots:
5 | 6 | 6 | 7 | 8 | 8 | 9 | 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 Navigator 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 Merchant 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.
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 | Jim Arona 021 076 9376 |
Grenadoes
Charms
Herbs
Herbal Draughts
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 | Jim Arona 021 076 9376 |
The Sublimation of Water into Fire
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 | Jim Arona 021 076 9376 |
Potion of Ophan Blood
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 |
Coils of Spring | Spring 816 | Tanuel | Previously living | Fortune | 8,000sp | Jim Arona 021 076 9376 |
Water Curse
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 | Jim Arona 021 076 9376 |
Potion of Flatness
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer's sightline, they cannot be seen. On the other hand, they cannot see along that line, either.
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:
- are immune to A & C Class damage
- can slide through cracks or under doors if there is enough space for air to pass through
- may hide in pictures large enought to hold them
- are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.
- halve their Magic Resistance against heat, cold or lightning, and double the damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | E&E | 2,500sp | Jim Arona 021 076 9376 |
Camion Potion x 2
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 | Jim Arona 021 076 9376 |
Valiant Potion
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 | Jim Arona 021 076 9376 |
Zaganatic 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 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 | Jim Arona 021 076 9376 |
Wiccan Special Knowledge Counterspell
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 | Jim Arona 021 076 9376 |
Scrolls
Invested Items
Amulets
Gems
Enhanced White Pearl
This white pearl, when it is made into an amulet, must be worn in the left ear. When so worn, the wearer recovers an extra point of FT from meals, teas or Restoratives.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 9,000sp | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
Black Dragon's Teeth x 3
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 | Jim Arona 021 076 9376 |
Black Dragon Fang
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 | Jim Arona 021 076 9376 |
Weapons
Whip of Braided Eog
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:
- subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded (base MD - 15 = difference)
- square the difference and add the difference to that product (difference x difference + difference = result).
- halve the result (result / 2 = result).
- add the result to the wielder's MD as Strike Chance bonus
Bonuses to Strike Chance are calculated at 6 per Rank not 4.
At every Rank fully divisible by 4, an extra point of damage is added.
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.
Finally, the whip may be wound around the wielder's lower abdomen, which will make them immune to these Specific Grievous injuries:
- 08 A vicious puncture wound in your groin! Take 3
- Damage Points immediately from Endurance and
- reduce your TMR by 2 until fully recovered, which
- will take two months. In addition, add 30 to your
- chance of being infected (assuming you live long
- enough for such things to matter).
- 12 A stomach puncture. Nasty. You suffer 3 Damage
- Points immediately from Endurance and lose
- 2 from your TMR until fully recovered, which
- will take two months. Also, you are automatically
- stunned for the next pulse (if you aren't already),
- after which you may recover. Add 20 to the chance
- to be infected.
- 37-40 You have been eviscerated! Take 4 Damage
- Points immediately from Endurance and 1 point
- per pulse from Fatigue thereafter (Endurance when
- Fatigue is exhausted) until you are unconscious.
- Increase your chance of infection by 40.
It takes 3 Pulses to unwind the whip from the wielder's abdomen.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Magical | Black-forging | 16,750sp | Jim Arona 021 076 9376 |
Armour
Jewellery
Crown of Mentacles
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
- +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
- Telekinesis costs 1 less FT to cast.
- 5 is subtracted from the die roll when casting Disruption.
- Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
- Force Shield gains an extra point of Defence for every two Ranks.
- Mentacles
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
- By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
- The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
- If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
- Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
- Example
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Uranus | Formerly living | Telekinesis | 30,000sp | Jim Arona 021 076 9376 |
Force Gauntlet of the Right Hand
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer's hand. It weighs 6 oz.
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.
While active, the gauntlet raises the wearer's PS to the value of their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries. It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Dioscura | Magical | Telekinesis | 12,335sp | Jim Arona 021 076 9376 |
Miscellaneous
Baleful Eye Gem
This gem is about two centimetres across and encumbers as if it weighed 4 oz.
It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast this version of it.
Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye's Defence is twice the Adept's or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept's Defence or the Defence - 30, which ever is the closest to 80.
The "glances" may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell.
- Only spells that
- have a baleful effect
- target the mind, spirit, soul or personality of an entity
- do not inflict damage as part of their spell description
- do not require a gesture or utterance
- have Experience Multiples of 350 or less
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.
Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.
The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name.
- Casting from the gem requires
- a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse.
- a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard's Eye sufficient, unless the gem is co-present with the sensor.
- Example
Allowed | Disallowed | Reason |
---|---|---|
Charming | Mockery | Requires utterance |
Compel Speech | Confusion of Tongues | Area of Effect |
Enchanted Sleep | Bolt of Energy | Inflicts damage |
Slowness | Quickness | Not baleful |
Hallucination | Flash of Light | Targets the Adept |
Hypnotism* | Control Person/Animal | Requires concentration |
Mental Attack | Mass Fear | Area of Effect, exceeds Exp. Mult. |
Lesser Enchantment** | Damnum Magnatum | Exceeds Exp. Mult. |
Fear | Torment | Inflicts damage, requires gesture |
Rune Curse*** | Trapping Spirits | Requires drawing |
Damnum Minatum | Levitation | Targets the body |
Harming Entity | ||
Creating Plague |
* Concentration spells are not allowed, however when cast as a "glance", Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible.
** Used only to curse.
*** Only if the Curse Rune is inscribed on the Adept's Runewand.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Formerly Living | Eye of Discord | 9,000 sp | 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 |
The Coils of Spring | Spring 816 | Reich | Formerly living | Spell Storage | 10,000sp | Jim Arona 021 076 9376 |
A Stone from a Plover's Nest x 2
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 | Jim Arona 021 076 9376 |
Wolf in a Witch Bottle
This small bottle of hardened glass is very robust and weighs 4oz. It contains a drop of a wolf's heart blood. It may be carried in a pocket, tied around the neck or some other part of the body.
In the moment directly after casting a Phantasm spell, the wearer may choose to manifest it as a spirit wolf, which will use up the heart blood in the witch bottle. The spirit wolf can only be seen by the person it is targetted on and by those who can see spirits, astral creatures or into the Astral. It has a duration of 30 minutes (+ 30 minutes per Rank) and upon initial melee contact with its target, strikes last in the Pulse. Subsequently, however, it's engaged initiative value rises to 30 (+3 for every 2 full Ranks). If the spirit wolf is unengaged at the end of a Pulse, it may be assigned a new target in a subsequent Pulse (requiring a Magical Pass Action), who will be able to see it and know that it is coming for them.
Once per adventure or season, whichever is least, the owner of the bottle can add a drop of their own heart blood to the witch bottle. The first drop costs 1 EN, doubling each time so that the next costs 2 EN then 4 and so on. This EN may be bought back in the usual way.
Heart blood returns to the witch bottle at a rate of 1 per day in the hour of the wolf (between 3:30 and 4:30 am or thereabouts).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Dioscura | Formerly living | Blood Conjuration | 11,000sp | Jim Arona 021 076 9376 |
Allies
Tryst
Tryst is the celestial hour before midnight,and is the most romantic time of the day. Depending on the season and latitude, she can be longer or shorter, but whenever or wherever she is, she is a time of great romance. In the period of this hour, those who have met with amorous intent, honourable or otherwise, experience an increase in Passion equivalent to twice their expectation.
In the arms of her hour, rose petals have been known to spontaneously shower couples.
The products of such an encounter may lead to a bonus of +20 in arranging such an event (making it easier), a bonus of +20 towards the climax of the event (making it more exciting) and a bonus of +20 resistance to being persuaded against a promise of marriage (making it harder).
Adventure | Season | Plane of Origin | Aura | GM |
Coils of Spring | Spring 816 | Nualis | Construct | Jim Arona 021 076 9376 |
Lore
Copper Scroll: Of Discipline & Mental Fortitude
24 hours after this scroll is opened, it will crumble to a greenish dust.
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
Evil Eye
Range: Self
Duration: 1 day + 1 / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Storage: Potion
Target: Entity
Effects: When the adept casts Evil Eye on themselves, a third eye grows from the forehead, which is normally invisible but is able to be seen by Witch-sight and similar effects if their Rank is equal to or greater than the Rank of this spell. When the adept is under the effect of the Evil Eye, any target of their spells reduces their Magic Resistance by the Rank of this spell (minimum 1) unless they are wearing an Amulet of Elder Flowers.
This spell is not teachable.
Psychometry
Range: Touch
Duration: Immediate
Experience Multiple: 450
Base Chance: 20 %
Resist: None
Storage: None
Target: Area, Object, Entity
Effects: This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target's past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.
As with DA, a target's past can only be read once per season.
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.
Incantations
This spell is not teachable.
Mental Attack - Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Control Person - Dominate Will
Spell: Control Person
Effects: When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Hypnotism - Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Force Shield - Force Pentacles
Spell: Force Shield
Effects: This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept's Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.
Phantasm - Chariot of Songbirds
Spell: Phantasm
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Feralie | Meta magic | Jim Arona 021 076 9376 |
Hypnotism - Forget
Name: Forget
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected.
The duration of this incantation is Immediate.
Note: Because of the focused nature of this magic, hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
ESP - Mind Sense
Range: 30 ft + 15 ft / Rank
Duration: 5 seconds for every two Ranks
Resist: None
Target: Volume
Effects: The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Feeblemind
Duration: Permanent
Range: 30 feet (+ 15 feet / Rank)
Duration: 10 seconds (+10 seconds / Rank)
Resist: Passive
Target: Volume
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Mental Attack - Mass Fear
Duration: 10 seconds (+10 seconds per Rank)
Range: 15 feet (+10 feet per Rank)
Target: Entities except wolverines, constructs and undead
Effects: This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Multi-Target
Effects: This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | College of Magic | Value | GM |
Coils of Spring | Spring 816 | Sorceries of the Mind | Quest | Jim Arona 021 076 9376 |
Mind Shield - Phantasmal Shield
Effects: The Adept cloaks their own mind so that their thoughts cannot be detected or "read", e.g. by Telepathy or other mind reading talents, spells or rituals. The Adept's Resistance versus Mental Attack is increased by 10 (+ 2 / Rank) while the spell is in effect. Phantasmal Shield does not block ESP or Empathy.
In addition, the shield protects the Adept from 1 point of damage per Rank per Pulse vs damage from Phantasms, Nightmares, Spectral Warriors or similar magic.
The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.