Where Angels Fear to Tread:Starflower's Loot

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Where Angels Fear to Tread

Consumables

Potion of Resist Temperature x 2

For fifteen hours, the imbiber is inured to climatic extremes of temperature from arctic cold to desert heat whether generated naturally or by magic. They therefore do not suffer from exposure, frostbite, wind-chill, heat stress, hypothermia or hyperthermia, and their fatigue loss is unaffected by temperature. Each pulse that they are attacked by fire, ice, heat or cold (whether magical or not) then the first fifteen damage points are ignored. Any remaining damage is applied normally.
This damage reduction is refreshed at the end of the pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Mind Magic 5,000sp px50 Jim Arona 021 076 9376



Tincture of Aconite and Passionflower x 5

This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draught is 10.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Beautification 200sp px50 Jim Arona 021 076 9376



Sweet Regret

Regret that is sweet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Magical Sweet Regret Quest px50 Jim Arona 021 076 9376



The Consummation of Fire and Water

Rank 9 Alchemy

The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through

  • ¼ inch of metal or stone per pulse.
  • 1 inch of material like wood or bone per pulse.
  • 1 foot of ice per pulse.

It will not burn through orichalcum.

If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Disintegration 13,000sp px50 Jim Arona 021 076 9376



Dragon's Teeth x 22

Each of these teeth weigh an oz and there are 64 of them. 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: 5 NA: 5
Attack IV SC DM Class Use Rk
Broadsword 39 100% +6 B class M 6
Large Round Shield 37 68% +2 C class M 4

Their Defence is 35 and their Magic Resistance is 40%.
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
Where Angels Fear to Tread Autumn 810 The Ruins of the Sphinx Formerly living Calling 500sp each px50 Jim Arona 021 076 9376



50 lbs of Invisible Water

This bottle contains Invisible Water. Anything that can hold wetness may be covered in the stuff and is treated as if under the effects of a Rank 20 Invisibility spell. Metals, ceramics and glasses do not hold wetness. Some stone, and any other material that the DM so rules, may not hold wetness, as well.
The Invisibility effect lasts until the object dries, whereupon it will fade into view. This usually takes about twenty-five minutes, but will vary depending on humidity and temperature. Heads will appear first, followed by other areas of exposed skin. Clothing tends to dry last, encouraging the use of underwear in the modest. It takes about two pints to cover a human or elf-sized creature, six pints to cover a giant, 1 1/2 pints to cover a dwarf and 1 pint to cover a hobbit. Each pint will weigh about 1 lb once it has been bottled.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Sands of Time Magical Refraction 1,000sp/lb px50 Jim Arona 021 076 9376

A Lie

This is the abstract property of 'Lies'. Amongst other things, if it used while telling a lie, those who hear it will believe it to be true until or unless circumstances reveal it to be a deception.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Seventh Plane Formerly living Gate 500sp px50 Jim Arona 021 076 9376

Time Gem

This gem, when crushed, will extend the duration of the current day so that it lasts sixty-four times longer. As many as sixty-three days (nine weeks) may be experienced over that period. This effect only applies to whoever crushes the gem, and only while they remain within fifteen feet of the point of the gem's destruction. The user is well-advised to have sufficient food and water within range.
The effect dissipates if they leave the volume of effect.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tintagel Magical Time Dilation 5,000sp px50 Jim Arona 021 076 9376


Items

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 check fails, destroying the phylactery.


Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Spell storage 10,000sp px50 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 check fails, destroying the phylactery.


Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Spell storage 10,000sp px50 Jim Arona 021 076 9376



A Stone from a Plover's Nest

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Spell storage 5,000sp px50 Jim Arona 021 076 9376



Spell Rack

This illuminated scroll is a spell rack.A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose.
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.
If Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.

Spell Matrices
A spell matrix takes about a month to create, in which period, the Adept may do nothing else. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with it's particular incantation. If the spell cannot be ritually cast, it cannot be racked.
Experience cost for Starflower - 8,000

Spell Incantation Constraints
Healing Quick Cast Unracks, reduces FT by 4, 3 pulse cooldown
Force Shield Damage Reduction Unracks, reduces FT by 2

Although the scroll's encumbrance is negligible, it must be contained in a wooden box or scroll case, weighing 2 lbs.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Formerly living Meta-magic 15,000 sp px50 Jim Arona 021 076 9376



Sand Dragon's Eye

The eye weighs about 27 lbs and is 9 inches in diameter.
It may be enchanted by the Ritual of Creating Crystal of Vision, and it will behave as a normal Crystal of Vision, regardless of any refinements the Enchanter may have. With one exception: The owner may cast a Mind Speech spell through the eye to communicate with people on the other side. The centre of the Mind Speech is considered to be the point of view of the eye at the time of casting.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Formerly living Sand Dragon 19,250sp px50 Jim Arona 021 076 9376



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
Where Angels Fear to Tread Autumn 810 Uranus Formerly living Telekinesis 30,000sp px50 Jim Arona 021 076 9376



Python Whip

This whip has a python's head at the end and weighs 3 lbs. It has a Strike Chance of 45% and a Damage Modifier of -1. It can inflict Specific Grievous Injuries, and does A Class damage. It has extended range and can target opponents two hexes away.
If effective damage is done to a target, then a large python will suddenly manifest around the victim in a constricting embrace. It has the following stats:

PS: 50 MD: None AG: 12 MA: None EN: 30 FT: 35
WP: 16 PC: 18 PB: 12 TMR: 3 NA: 3

PS has already been added to the SC in the table below.

Attack IV SC DM Class Use Rk
Bite 30 115% +6 A class C 0
Constrict 30 130% +8 C class C 0


Only one constricting python per three Ranks in Beastmaster (Reptiles), minimum 1, can be manifested by this whip at any given time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Maniapoor Living non-sentient Calling 8,000sp px50 Jim Arona 021 076 9376



Starflower's Ring of Sorcery

This plain ring weighs about 2oz and is made from a blue crystal. Its magic will only be effective if it is worn on the middle finger of Starflower's right hand. No other ring may be worn on this hand.
The wearer's Rank in all Spells and Rituals of her College are increased by two to a maximum of 22.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Sorcery Quest px50 Jim Arona 021 076 9376



Wand of the Angry Bees

This wand uses the wielder's skill in Dart and is treated as if it were a Missile Weapon, not Thrown. MA replaces MD for the purposes of calculating strike chances or the ability to wield it. It weighs 15oz.
Little figurines of bees made out of an Alchemical death metal are fired at such speed as to be unseeable, although the whine of their wings can be heard as they pass. As many as 1 bee for every 2 Ranks in Dart may be fired from the wand. The wielder may shoot all the bees at a single target, or one single bee for each target or any combination thereof.
The bees do no damage if they hit, but there is a chance they will inflict a Specific Grievous Injury. Roll on the Spec. Griev. table. If the result is for an A class injury, then it is applied, otherwise the result is ignored. This can reduce Prot value of armour, but because the bees are so small, the reduction is just 1 per Spec. Griev.
The wielder must utter a phrase to trigger the device, and it must be very loud, for it is well known that the calcinatory sprites that drive the bees on are nearly deaf.
The wand contains 30 bees when it is full, and the wand may be recharged. This operation is achieved by loading the Angry Bees into the wand at the conclusion of a Ritual of Purification.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Winter 810 Assirrya Magical Mechanical 10,000sp px50 Jim Arona 021 076 9376

Boons

Starflower has provided service to House Mal'Ebonir who are deeply grateful. No contract of assassination or intrigue will be entered into by a member of the House unless the reward is in excess of 100,000sp.

Adventure Season GM
Where Angels Fear to Tread Autumn 810 px50 Jim Arona 021 076 9376

Abilities

Sense Danger (T-3) v 1.1

Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a 'bad feeling' about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Precognitive 12,000sp px50 Jim Arona 021 076 9376



Force Shield-Damage Reduction

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Meta-magic Sorceries of the Mind Quest px50 Jim Arona 021 076 9376



Healing-Quick Cast

Name: Quick Cast
Spell: Healing
Effects: The Healing spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.

Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Meta-magic Sorceries of the Mind Quest px50 Jim Arona 021 076 9376



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.
This spell is not teachable.

Adventure Season Plane of Origin Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Divination Sorceries of the Mind Quest px50 Jim Arona 021 076 9376



Starflower's Change

Starflower has received instruction from Klanth, Lord Tirwh's Beast Master to better understand the nature of her shapechange.

  • Armour Fold - Starflower can shift her armour as she changes so that she can benefit from its Protection even when she is in her drake form. The Protection value of the armour and her scales are compared and the greatest applied. Her scales will take on something of the appearance of the armour.
  • Silver Scale - At Rank 10 in this Talent, her scales or armour will reduce all incoming damage by 1. At Rank 15, the reduction rises to 2. At Rank 20, the damage will be reduced by no more than half the Protection value of her armour or scales, whichever is greater. Damage Reduction can never exceed the Protection value of her scales.
  • Grace, Strength and Beauty - From Rank 10, her Talent will increase the PB, PS, MD, AG & EN of her drake form by 1 at every odd-numbered Rank and an additional point at Rank 20. These increases may affect TMR.
  • Swift Wing - At Rank 15, the drake's movement rate while flying is increased by 5 miles per hour and another 5 miles per hour at Rank 20.
  • Wound Shifting - This ability becomes available at Rank 12. When she ends the change (turns back to an elf), she may use any Healer ability she knows less than or equal to Rank 3 on herself. This does not require FT or an action, it happens as she changes back. At Rank 20 she can use a Healer ability of Rank 4. For example: Starflower is a Rank 6 Healer and on changing back decides to Heal Endurance. She rolls D10 + 1 as she changes and restores any EN lost by that amount.
  • At each Rank greater than 15, Starflower may reduce the amount of time she must stay in drakeform by two minutes. At Rank 20 she may change back to elven form after spending but one Pulse as a drake.
Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Shape-shifting Quest px50 Jim Arona 021 076 9376



Mental Leap v1.1

Range: 1 mile (+1/Rank), 27 miles at Rank 22
Duration: Immediate
Experience Multiple: 550
Base Chance: 5%
Resist: None
Storage: None
Target: Self
Effects: The Adept instantly transfers herself to another location within the range. This special form of teleportation allows for no error, and she always arrives at the desired location. This location may be within sight, or visualised, or specified by distance and direction. Should the target not be directly visible, 30 is added to the die roll. If the Adept arrives in a place which is already occupied by a solid body the spell automatically fails. If she arrives at a point with no solid surface beneath her feet she falls and takes normal falling damage. All that the Adept carries, including living beings, subject to her maximum carrying capacity of 50lbs + 5/Rank is transferred with her.
The Adept (and any persons carried) may take no action other than a non-magical pass action in the pulse following transferal.
This spell is not teachable.
Note: This is an enhancement of a spell previously learnt and overwrites it.

Adventure Season Plane of Origin Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Teleportation Sorceries of the Mind Quest px50 Jim Arona 021 076 9376