The Coils of Spring - Tsayoi
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Tssayoi returns to the Guild on the 14th Blossom 816wk with 41,290 Experience, has earnt 64, 493sp after Guild Taxes
He has earnt these Spots:
7 | 7 | 8 | 9 | 9 | 9 | 10 | 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 Horsemanship (Cart, Wagon or Chariot) 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 Herbalist 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.
He has met and called upon the Queen of Swords, Xiombarg, a power of Chaos recently removed from one of her realms and trying to hold off her brother, Mabelode (also a power of Chaos) from invading her holdings, while she works at recovering and extending her dominion into those dimensions currently ruled the powers of Order, most notably Kalvos.
Xiombarg listens intently for Tsayoi's call and will come at the slightest opportunity. If he should mention her name, he would find himself face to face in a conversation with her. While she has no particular reason to do him any harm, she would really, really like to have Kalvos before her little brother, Arioch returns and claims it again. She'd be doing Order a favour, really, she's much more reasonable than he is.
Although she can wheedle, cajole, argue, complain and threaten in dreams, portents or visions of the future, there is little that Xiombarg can do to someone who has not uttered her name. However, if Tsayoi's player should utter her name at any time during the game, even if he is |"not in character", then she will appear and drag him off to her laboratorium and ... do things to him. A veil of decency is drawn. If he emerges, he will be a pale and shattered hill giant, barely able to stutter out his name, and his limbs will be full of trembling. Although he may have no real memory of the ... incident, it will come to pass that some dire fate will befall a bastion of Order that it will fall to dishonour and despair. Most particularly, it will be ALL Tsayoi's fault, and everyone he encounters will know of it. Including his family and any potential bride.
How the DM contrives this is in their hands, but they are encouraged to vindictive duplicity. On any occasion that the DM observes Tsayoi's player utter Xiombarg, he will earn 5,000 Experience. If he is subsequently abducted to some nether realm of misrule and primed for subsequent catastrophe, they earn 10,000 Experience.
Consumables
Other
Witch Skin x 4
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
Amorphous Water Balloon
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | New Terra | Alchemy | Void Crafting | 3,000sp | Jim Arona 021 076 9376 |
Charms
Herbs
Herbal Draughts
Potions
The Consummation of Fire and Water x 3
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 |
Elixir of Invulnerability x 3
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 | Jim Arona 021 076 9376 |
Water Curse x 3
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
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 General 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 | 4,000 sp | Jim Arona 021 076 9376 |
Scrolls
Invested Items
Amulets
Gems
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 Eye
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.
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 Dragonel
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 | Jim Arona 021 076 9376 |
Weapons
Giant Lacrosse Stick
This giant club is 10 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,325sp | Jim Arona 021 076 9376 |
Giant Hockey Stick
This giant club is 12 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder's PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,750sp | Jim Arona 021 076 9376 |
Giant Mallet
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made. If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder's PS less the target's AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour although Damage Reduction may at the discretion of the DM.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 12,475sp | Jim Arona 021 076 9376 |
Black Tulwar
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target's EN is reduced by 3, on a result of 2, the target's EN is reduced by 6 and on a result of 1, the target's EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm to the undead or constructs.
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Black Temper | 13,450sp | Jim Arona 021 076 9376 |
Clockwork Crossbow
This crossbow is made from a mahogany-like wood chased in bronze and silver, weighing 7 lbs. It requires 14 PS and 14 MD to wield, a base Strike Chance is 67% and base Damage is 1 rollup D10 + 6.
The crossbow has a strap that can attach to a belt or bandolier allowing it to be Prepared with a Free Act. A large butterfly key emerges from the stock, and the weapon may be wound up, which will take about 5 minutes. Once the movement is primed, the weapon will automatically reload from a magazine of 6 quarrels and taking two Pulses.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Coils | 7,500sp | Jim Arona 021 076 9376 |
Rod of Counterspells
This slender, wand-like rod is made of turned red eucalyptus wood, and the head is shod in orichalcum. It weighs 3 lbs, and may be wielded as a mace, with a base Strike Chance of 61% and base Damage of 1 rollup D10 + 5.
The rod stores 12 counterspells, which must be invested by means of ritual spell preparation and expensive but common incense, oils and tinctures equivalent to the normal cost of investment.
College | GK/SK | Rank | Cast Chance | College | GK/SK | Rank | Cast Chance |
---|---|---|---|---|---|---|---|
Counterspells benefit from the wielder's bonuses and Enchantment, not the investor's, and any situational bonus are determined at the time of casting, not when it was stored.
Counterspells are Fired, not Triggered and execute on the wielder's Engaged Initiative with the weapon.
Three counterspells may be drawn from the rod a day, resetting at dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Naming Incantations | 11:750sp | Jim Arona 021 076 9376 |
Armour
Jewellery
Greater Ring of Protection
This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Protection | 22,350sp | Jim Arona 021 076 9376 |
Miscellaneous
Phylactery of Divining Enchantment
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
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 |
Great Emerald
This large, green stone is 30 cms x 60 cms x 15 cms. It contains three Emerald Waters which replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.
A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Nualis | Magical | Alchemy | Quest | Jim Arona 021 076 9376 |
Allies
Lore
Mädchen
Mädchen is a fire elemental with all of the usual abilities who has extensive experience in the kitchen. She is a Rank 7 cook, Rank 8 when producing pastries. If she is summoned (by means of the Ritual of Summoning Fire Elemental or similar magic) then she is considered to be + 1 to the Adept's current Rank. In addition, the Adept who knows her name can advance their Rank in that magic to 22.
She will only serve once a day in the normal course of events, and will not return until after the third day of the dark of the moon if she is slain in the service of the Adept.
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
​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 | Jim Arona 021 076 9376 |
Sloe Plum
Herbalist Rank 4
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The bush will tend to grow against upright structures, but will happily form a hedge
Recipe of the Tincture of Sloe Plums
Herbalist Rank 6
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full.
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105° proof and quite flammable.
Tincture of Sloe Plum
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.
Silverblade
Herbalist Rank 5
Silverblade is a vine-like creeper that grows on yew trees. Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red. In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a crop for the following year. In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.
Recipe: Silverblade Draught
Herbalist Rank 9
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=>EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=>(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.
Once poured into phial, the draught will keep until opened.
Silverblade Draught
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 => EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.
Special Abilities
In Defence of the Innocent
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Reich | Quest | Jim Arona 021 076 9376 |