Where Angels Fear to Tread: Treasure and Valuation

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Auctionable Loot

Wand of the Angry Bees

File:Wand Of Angry Bees.jpg‎

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

Phylactery of Spark

This scroll has had the power word Spark inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Inflicts 2D10 fire damage or ignite a flammable object.
  2. Inflicts 1D10 fire damage or ignite a flammable object.
  3. Inflicts 1 fire damage or ignite a flammable object.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Reich Magical Power Word 8,000sp px50 Jim Arona 021 076 9376


Phylactery of Stagger

This scroll has had the power word Stagger inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Break 100: percentile dice + 3 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  2. Break 100: percentile dice + 2 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  3. Break 100: percentile dice + Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Reich Magical Power Word 12,000sp px50 Jim Arona 021 076 9376


Phylactery of Shatterwill

This scroll has had the power word Shatterwill inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Break 100: percentile dice + 3 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  2. Break 100: percentile dice + 2 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  3. Break 100: percentile dice Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Reich Magical Power Word 15,000sp 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


Crystal Hypercube Spell Rack

This crystal seems to contain a redder crystal within it. It is about 9 inches across and weighs 3 lbs. It 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 Grendel - 8,700

Spell Incantation Constraints
Mind Shield Minor Area of Effect Unracks
Force Shield Damage Reduction Unracks, reduces FT by 2
Warp Gate Quick Cast Unracks, reduces FT by 4, 3 pulse cooldown


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


Deuteronymy

Deuteronymy is a grumpy old cat with long white fur who has seen better days. He is currently dead. When he is alive, he is incredibly lucky and for all practical purposes cannot be targeted by anything that might do him harm. In the special case where he is trapped in a box with poisoned food, then there is a 50/50 chance he will survive the encounter.
When he is happy, he provides two special abilities for his owner:
Mastermind's Foresight - Deuteronymy's owner is lucky with respect to administering any involved or complicated master plan. When there is some question as to whether a schedule will be adhered to, a deadline met or that an instruction might have been misunderstood, then the DM is expected to give the owner the 'benefit of the doubt'.
Lives of the Cat - If the owner should die, they can choose to pass this on to Deuteronymy who will expire immediately. The owner will resurrect fully healed one Pulse later, although their EN value will be permanently reduced by one. They can buy this EN reduction back in the usual way.
Deuteronymy, himself, is a legal target for Resurrection for as long as he has lives remaining. In fact, Healer's experience a subtraction of 30 from the die roll when they attempt to resurrect him, making it easier. Each attempt reduces the owner's EN value by one. Again, this can be bought back in the usual way.

Lives Remaining
3 2 1
Things that make Deuteronymy happy
  • Being carried. He detests walking.
  • Sleeping.
  • Being stroked.
  • He prefers to dine on the more delicate cuts of failed henchmen. They don't necessarily have to be dead to provide this nutrition.
  • Although he is sadly deprived of any ability to father the next generation, he takes a malicious pride in expressing his masculinity by spraying at every opportunity his bladder provides.

In general, the owner must spend an hour each day stroking Deuteronymy and generally keeping on his good side.
His stats are included for completeness sake but since he doesn't actually do anything, or ever suffer any harm, they are not expected to be required.

PS: 3 MD: 19 AG: 20 MA: None EN: 4 FT: 8
WP: 9 PC: 18 PB: 9 TMR: 9 NA: None

The owner of Deuteronymy is someone who manages to keep him happy for a season.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Reich Formerly living Luck 6,000sp px50 Jim Arona 021 076 9376


Mr Wulf's Fur Coat

This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may not disguise themselves as a creature smaller than themselves, and no dimension may be greater than Rank feet. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Uranus Living non-sentient Disguise 12,000sp px50 Jim Arona 021 076 9376


Stonemetal Armour

This brown metal breastplate, once strapped on, will quickly cover the rest of the wearer's body as if they were wearing plate mail. For the purposes of putting it on, taking it off or general comfort, it's considered to be leather armour.
The weight factor is 4.5, it reduces AG by 2 and provides 10 Protection.
Whoever casts Strength of Stone or Armour of Earth on the wearer will pay one less point of FT.
If the armour's Protection value has been reduced because of a Specific Grievous Injury to the chest or back, it will cost 3,000 sp and take ten days to repair. All other damage will repair when the breastplate is put on after dawn the next day.
The wearer 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.
If the Rank of the Armour of Earth is less than Rank 10, the armour will absorb one point of damage from any source, including magic, poison or disease. It will not affect the special damage of Specific Grievous injuries, however. If the spell is Rank 10 but less than Rank 20, the armour will absorb three points and at Rank 20 the armour will absorb six.
There is a bezel on the inside of the armour at about the place where the wearer's heart would be. A gem may be secured therein by a jeweller or goldsmith who will need to take about half an hour at the task. If this is done, then the wearer may destroy the gem to avoid damage.
It takes no particular time to destroy the gem, so the wearer may elect to do so at any time in the pulse without requiring any particular action. They may not use it when they are surprised, however.
For every gold shilling that the gem is worth, one point of damage is entirely avoided. No more than 75 points of instantaneous damage may be avoided in this way.
If Gem Creation is used to create a gem to set in the bezel, then the Rank of the spell replaces its value in gold shillings.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical Earth 24,500sp px50 Jim Arona 021 076 9376


Crown of Mentacles

File:Crown of mentacles.jpg‎

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


The Sack of Swarms

This dirty, torn, old sack weighs about 3lbs. If an Adept performs a Ritual of Summoning Animals over it, then they do not make a cast check. Instead, the actions of the Ritual are stored to be released at a later time by the Adept.
The cast chance is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, not when the ritual was performed..
If the Cast Check is successful, then a swarm of hopping, crawling and slithering vermin appear at a point within one hex per Rank of the Ritual (minimum of 1), and may be directed by the summoner.

  • Rank 0, the swarm is barely sufficient to cover a hex.
  • Rank 5 it will cover a mega-hex.
  • Rank 10 it will cover an area 5 hexes in diameter
  • Rank 15 it will cover an area 7 hexes in diameter
  • Rank 20 it will cover an area 9 hexes in diameter

The swarm lasts for one Pulse per Rank of the Ritual. Anyone caught inside it has limited vision unless they are within one hex of the edge. In any case, their TMR is halved immediately and they must make a three times WP check every pulse ( less the Rank of the Ritual (Resist Pain helps)) to do anything other than attempt to get out of it. Finally, each Pulse the creatures inflict a rollup D10 physical damage from scratching and biting, less the protective value of armour etc. This can never stun nor can it generate strikes directly to EN or Specific Grievous Injuries. It increases to two rollup D10 damage at Rank 10 and three at Rank 20.
Even at very low levels, the number of creatures summoned is quite large. Attacks and magic that target individuals will be next to useless against the swarm. The stats of a typical member are given below:

PS: 1 MD: None AG: 20 MA: None EN: 1 FT: 1
WP: 10 PC: 15 PB: 12 TMR: 7 NA: 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Magical Calling 15,000sp px50 Jim Arona 021 076 9376

A Glaive

This polearm weighs six lbs and is about 2 metres long from butt to point. It is a completely normal glaive of its type. When its various Individual True Names are known, its special properties become evident. The wielder can make it assume the form of other weapons if their Individual True Names are known and uttered.

  1. The Earthtide Glaive - The base form is a glaive with a long single-edged blade inlaid with bronze. It has black tassels just below the top of the haft. It has a Strike Chance of 65 and a DM of +7. This weapon may be used once every ten pulses to deliver an Avalanche Charge.
  2. The Smiling Blade - This broadsword weighs three lbs. The blade is single-edged, about twenty-six inches long, inlaid with bronze and lapis lazuli. It has a Strike Chance of 65 and inflicts damage of 2D10+2. Specific Grievous injury results of 41-43 are always read as 37-40. This weapon may be used to deliver the Cut of the Horizon.
  3. The Earthstriker Staff - This quarterstaff, weighing three lbs, is made from a crimson wood, and is shod in bronze. It is about 1.8 metres tall. It has a Strike Chance of 65 and a DM of +4.This weapon may be used once a week to deliver an Earthstrike.

Each weapon will spring into the wielder's hand if the appropriate Individual True Name is uttered. This is a Free Act that cannot be combined with most Magical Fire Actions. The wielder may only have one of these weapons active at a time.
If any of the weapons have a weapon spell cast on them, then all of them benefit. They never have a chance of breaking if they are over-strengthed.

Individual True Name of the Earthtide Glaive.

Whoever first utters it while holding the weapon can advance their Rank in Broadsword from 6 to 7 by training for 14 weeks and spending 3,000 Experience. They learn

Avalanche Charge

The wielder's TMR is increased by one for every two Ranks in Warrior. On their Initiative, and without any bonus for a charge attack, they may move across the battlefield and make one and only one Strike against everything they pass within a hex of until all of their movement is complete, they are stunned, incapacitated or dead.

Individual True Name of the Smiling Blade _____________

Whoever first utters it while holding this blade can advance their Rank in Broadsword from 7 to 8 by training for 16 weeks and spending 3,000 Experience. They learn

The Cut of the Horizon

The wielder may strike into two adjacent hexes in front of them, reducing their Strike Chance by 20. This is similar to a Multi-Hex Strike except that it only applies to two hexes, not three.

Individual True Name of the Earthstriker Staff____________

Whoever first utters it while holding this quarterstaff can advance their Rank in Broadsword from 8 to 9 by training for 18 weeks and spending 3,000 Experience. They learn

Earthstrike

The wielder strike the ground with the butt and causes an Earth Tremor equal in all ways to their Rank in Quarterstaff. Once used, this ability cannot be used again until the wielder buries the weapon in the earth from dawn to noon on a Sunday.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 The Lands of Chaos Magical Earth 16,500sp px50 Jim Arona 021 076 9376

Lightning Rod

This rod weighs 3lbs, is made from orichalcum and may be wielded as a light mace. This has all of the same properties as a War Club. It may benefit from weapon spells.
The base chance is 60%, being 10 more than usual. It inflicts 2 rollup D10 damage rather than the usual Damage Modifier. Bonuses from Rank, Warrior and weapon spell are applied normally.
The haft is hollow and can hold as many scrolls of Rank 20 Lightning as the wielder has Ranks in War Club.
If a scroll is triggered, taking 10 seconds, then the Lightning Spell is stored in the rod indefinitely. When the stored Lightning Spell is released, a Cast Check is made (requiring a Magical Pass Action) and if successful, a stroke of lightning falls from the heavens upon the wielder. Everything else within one hex must resist or suffer [D + 12] damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
In the meantime, the wielder is transported into the heavens by the fulmination. One pulse later, lightning (and the wielder) will fall from the sky to a place of their choosing (taking no falling damage) within 12 hexes of their original position. Everything else within one hex must resist or suffer [D + 12] damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
Scrolls of Rank 20 Lightning Bolt

5 4 3 2 1

Base Chance: 90% Range: 60 feet Resist: Passive, resist for half Damage: D + 12

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Land of Chaos Magical Transformation 9,450sp px50 Jim Arona 021 076 9376

Mark's Finger Bone

This is the finger bone of the Mark, Death's Champion and it weighs 2 oz. He is one of the most powerful Immortals.
To call Mark, a knuckle must be crushed, and the DM rolls percentile dice. If the result is 70 or less, then Mark will arrive in D10 pulses. He may only be called once per season. He is particularly gifted in the area of combat, not so gifted in other areas. He is not of a philosophical bent, his most common solution to a problem is to slay it.

PS: Special MD: 38 AG: 38 MA: 15 EN: 333 FT: 5,000
WP: 38 PC: 38 PB: 23 TMR: 12/Special NA: Special

His Initiative Value is considered to be 98 but this is purely out of considerations of politeness. If he wants to win initiative, he will. For the same kinds of reasons, he will usually limit himself to one attack per pulse.
He displays a skill of maximum Rank with any standard weapon, generally speaking. He may, occasionally, be prevailed upon to exercise weapon skills at super human levels. On any Strike Check of 50 or less he will inflict a blow directly to EN regardless of his opponent's Defense. On any roll of 16 or less, he may inflict a possible Specific Grievous Injury.
His Defense is 70. So long as he is unsurprised, he may choose to spend FT to increase his Defense, each point increasing it by one. The increase is applied versus each attack, and applies to no other.
His Magic Resistance is 61 and he may spend FT to increase it in the same way.
He is sensitive to the nearness of death, and thus it is hard to surprise him.
Finally, he may cast any spell of the College of Necromantic Conjurations without preparing it. He won't cast Agony because it is so unsporting. All spells are Rank 20, although he can raise the Rank of the spell by one FT for every new Rank he is going to. Raising Necrosis from Rank 20 to Rank 21 will cost 23 FT, from Rank 20 to Rank 22 will cost 45 FT, and so on.
He has strong opinions about devil worship, devils and the undead. He doesn't feel too positive about angels, either. He trusts these opinions. He will cut down anyone with even a hint of unholiness about them, and apologise to the remains.
With one exception:
For so long as the Finger Bone has charges, Mark will not slay Eric on sight since he was one of those who rescued him from Oubliette.
Charges:

3 2 1


Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Malkuth Formerly living Calling 14,200sp px50 Jim Arona 021 076 9376

Seraph Spell Rack

This breastplate of lapis lazuli, coral and jasper is a spell rack. It is nine inches across, weighs 3 lbs.
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 Clementine - 2,000

Spell Incantation Constraints
Thunderclap Spell Penetration Unracks, reduces FT by 1


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

Seraph's Blade

This sword has been made from a seraph's wing and weighs 1 ½ lbs. It is treated as a broadsword in all ways. The Base Chance is 60% and the DM is +5. Engaged Initiative Value with this weapon is +4.
Those pacted and/or in good standing with the Powers of Light double the bonus to Engaged Initiative to +8. In addition, may advance their rank in Broadsword from 6 to 7 if they pay 3,000 Experience and train for 14 weeks. If this Rank is learnt, subsequent owners of the blade may not take advantage of it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Firmament Formerly living Seraph 3,000sp px50 Jim Arona 021 076 9376

Fireangel Blade

This sword is just over seven feet long, and weighs 7 lbs. The material the blade is made from appears to be an emotion. It has an Individual True Name: Fury. The base chance is 65% and the base damage is 2 rollup D10 +1. It requires the following minimum stats to wield it: PS 15, MD 18, WP 15, and is treated as a two-handed sword.

  • For every 10 points that both PS and WP are greater than 15, an extra rollup D10 is added to the damage.
  • The weapon only accepts Weapon of Flames, and in this case the spell will last until the next dusk, dawn or until the weapon is sheathed.
  • Whoever casts Weapon of Flames on this blade pays one less FT.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Firmament Magical Fire 14,400sp px50 Jim Arona 021 076 9376

Seraph's Wing Carpet

This carpet is made from a seraph's wing. It is about a metre and a half wide by 2 metres long, weighing about 12 lbs. It required the skills of an Artificer of Rank 8, or an Adept of the College of Binding and Animating Magics who is or co-operated with an Artisan Weaver of Rank 8. It cost 8,000 sp to have made.
The Adept must sit upon the carpet when they Purify. When they complete the Ritual, the carpet itself will disappear (and no longer count against their encumbrance). If they have at least 3 hours duration remaining on their Purification, they may activate the carpet. From this point on, their feet will be surrounded by an iridescent blue-green nimbus and they will leave faintly glowing footprints of their passing, the glow fading after a minute or so. Activating the carpet requires a Magical Pass Action, a point of FT and 3 hours of the duration of the Adept's Purification. While they continue to spend 3 hours of duration and 1 point of FT, they may 'tread the path of a seraph' for an hour at a time.
By adjusting their relationship with the plane they are on and those adjacent to it, the Adept may increase their TMR +1 per 5 Ranks in Purification. This will not stack with any other TMR enhancement. They may increase their movement rate to 440 yards (15 miles/hour), plus 30 yards (1 mile/hour) per Rank in Purification.
By continuously folding themselves into and out of a vaguely two-dimensional form, they may walk on air. They must advance along their narrowest axis, and this has the following implications:

  • They may rise no more than one hex for every two that they travel horizontally (30 degree rate of climb). They can descend one hex for every hex traveled horizontally (45 degree rate of descent).
  • While folding, the Adept's field of view is much more planar. In general, it means that they have difficulty seeing things above or below them (or to the left or right if they turn their head) which are less than seven hexes away.
  • They are much more fragile whilst folding. If there is a chance that they will be snagged by a terrain feature, then a Strike Check (Strike Chance - Folding Chance) should be made. If this is successful, the obstruction is avoided but may still cause harm as a result of the stresses involved in getting out of harm's way. The damage from being snagged is a function of speed, according to this formula: Damage = 3 x √(Adept's speed in miles per hour). The effects of being snagged or struck are resolved in the following way. Misses are considered FT blows, successful strikes are considered hits directly to EN. Hits directly to EN are considered possible Specific Grievous Injuries. If the Check falls in the range of a possible Specific Grievous Injury, two rolls are made. The Adept ignores all of the damage if a C class Specific Grievous injury is rolled.
  • The Adept's form folds through planes that reduce their ability to avoid damage from heat or cold, and increases it versus lightning and electrical effects, as well as magic that attacks their internal structure, like Necrosis, Disruption, Hand of Death, etc. Thus, they may completely avoid harm from this kind magic on a successful MR check. However, their MR versus magic that heats, burns, freezes or chills is halved and the damage is doubled. Where Magic Resistance is reduced by the magic (e.g. minus 20 MR as a result of a triple effect), the halving occurs before the subtraction.

Although this form of movement might reasonably be called Flight, it does not benefit from the Adventuring Skill: Flying. The Adept, instead, must advance a new Adventuring Skill Folding: Experience Multiple: 125, Base Chance: WP + PC + 5 x Rank-speed in miles per hour. Each Rank in Folding increases movement rate by another 30 yards (1 mile/hour).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Firmament Formerly living Seraphim 11,450sp px50 Jim Arona 021 076 9376

Bracelet of Charms

This silver bracelet must be worn on the left wrist for the charms to work. It weighs 4 oz.
Although the bracelet itself is not magical, the charms are. Those charms that remain can be attached to another bracelet, however such a bracelet must be made from silver that is at least 92.5% pure, and will cost 2,500 sp to make from a Rank 6 Jeweller.

This charm of a four leafed clover provides 3 points of Defence and 2 points of Magic Resistance (which will stack with an Amulet of Luck to provide +5 Defence and +5 Magic Resistance).
This charm of an ankh will raise the owner in a resurrection chamber of their own construction.(Discharged)
This charm of an angel's wing will deliver a 25 word message to anyone who can be identified well enough to be Located, or whose Individual True Name is known. The message will arrive if an angel could have borne it to the target. If this is the case, it will be delivered within the hour.(Discharged)
Once a day, this charm of a lamp can be made to glow as if Rank 10 Firelight had been cast on it (+30% to Lighting level, but never above 60%), or to ignite anything flammable it is touched to.
Once a day, this charm of the moon will give the wearer Rank 10 Witchsight for 5 ½ hours.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical E&E 9,000sp px50 Jim Arona 021 076 9376


Medeanite Leather Armour

This leather armour is sized for a humanoid woman of size 6 and has a weight factor of 3. It can be altered to fit any humanoid woman down to size 3. This will require the arts of a Rank 6 Armourer, who will charge 2,000 sp for each point of size reduction (i.e. 2,000 sp for size 5, 6,000 sp for size 3). It provides 5 points of Protection, plus 1 point of Damage Reduction per Rank in Medeanite Dancing. If Medeanite Dancing is not known, then the armour provides 1 point of Protection per 2 Ranks in Troubadour. At Rank 5 in Troubadour, the armour will provide 1 point of Damage Reduction and a further point at Rank 10.
Whoever casts Strength of Stone or Strength of Darkness on the wearer pays one less point of FT.
Damage from any effect of Darkness or Shadow is halved before Protection or Damage Reduction is applied.

Example

The wearer is in the area of effect of Blackfire which does 28 damage, which they fail to resist. The damage is halved to 14. If the wearer has 5 points of Damage Reduction, they take 9.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Land of Chaos Formerly living Blood Tides 18,000sp px50 Jim Arona 021 076 9376

Medeanite Rod

This orichalcum rod is about 75 cms long, tipped with globes 4cms in diameter at either end and weighs just 2 lbs. An orichalcum cylinder large enough to fit a hand has been covered in shark skin to provide a handle that can slide up and down the rod. Two large, but inexpensive gems, a topaz and a peridot, have been set in this handle.
It is treated as a mace for the purposes of combat, although it is lighter than usual. It has a SC of 60% and a DM of D10 + 5 and cannot be broken by 'over-strengthing'. For every 10 points of PS in excess of the minimum needed to wield it, the wielder inflicts +D10 damage. Thus, at PS 26 and Rank 5 in the weapon, they would inflict 2D10 + 6 damage on a successful strike.
By touching one or both of the gems, the position of the handle or the rod itself may be locked in place as if immovable. The PS of the immovability is 10 + 1 per Rank in Mace + 1 per 2 Ranks in Troubador. Medeanite Dancers are reputed to be have abilities that raise the PS much higher than this.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical Blood Tides 24,000sp 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

Uranic Mind of Fire

The edges of this hollow tetrahedron are formed from an odd silver metal which is bound by orichalcum balls at each apex. Unusual blood fills the centre and it is vaguely alive in some way. Each edge is about 15 cms long, and it weighs 14oz.
By casting the Ritual of Binding Wills, the bearer may Bind Fire as if they were a member of the College of Fire Magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Transurania Magical Binding 8,000sp px50 Jim Arona 021 076 9376

Dragon Rider Brooch

This copper cloak pin has a figure of a dragon in bas relief.

The wearer may trigger the brooch by spending a point of FT. For an hour, they are replaced by a tiny simulacrum of an armoured knight no more than five or six centimetres in height mounted on a dragonfly. The dragonfly has a wingspan of 20cms and is just over 15 cms long. It is scarlet and yellow in colour.
The simulacrum has a movement rate of 880 yards per minute (30 miles per hour) and a TMR of 10.
The simulacrum cannot cast spells although it may attack with it's lance (Strike Chance: 70% Damage: D10, A class damage, Close).
The simulacrum has a Defence of 45 (20+25 from flying). However, because of it's small size, normal blows miss. If the roll for the attack is between 5% and 15% of the modified Strike Chance, the blow inflicts normal FT damage. If the roll is less than this, it inflicts damage directly to EN. If the simulacrum dies, the wearer will instantly return having taken no damage but will likely start to fall. In situations where the simulacrum has been killed, the brooch may not be used again until noon of the next Sunday.
The wearer may dissipate it at any time, returning the dragonfly to it's brooch form.
Dragon Rider Simulacrum:

PS: 1 MD: Rider's MD AG: 20 MA: Rider's MA EN: 4 FT: Rider's FT
WP: Rider's WP PC: Rider's PC PB: 12 TMR: 10 NA: None
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Feralie Magical Summoning & Binding 8,000sp px50 Jim Arona 021 076 9376

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 wearer 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 wearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs any kind of magical damage, 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. If the wearer has some similar means of protection, then the greatest protection will apply.

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

The Staunch Ring

This red ring weighs about 2 oz. Its magic only becomes effective if it is worn on the thumb of the left hand. Whoever wears it for at least a month can increase their EN by +2 and their WP by +2. This will not exceed racial maximums. They gain one point of Natural Armour out of being just generally hard, and suffer one less DP per bleeder. If they take it off for longer than a day, it will take another month before they can expect to recover the bonus to EN and WP.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Land of Chaos Magical Blood Tides 10,000sp px50 Jim Arona 021 076 9376

Cape of Protection

This green cape weighs about 24oz. The wearer increases their Defence by 10, and subtracts 10 from the die roll whenever they attempt resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.

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 Protection 11,000sp px50 Jim Arona 021 076 9376

Bracer of Defence

This leather bracer weighs 24oz and is worn on the left forearm. The wearer of this bracer gains +10 Defence and one point of Natural Armour if they wear cloth or leather armour. It will not work if worn with armour whose Aura strength is anything other than 'Formerly Living'.

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 Protection 8,000sp 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

Dragonskin Scale Mail

This scale mail has been cut to fit a humanoid of size 3 and weighs 18 lbs. It will provide 12 points of Protection and 1 point of Damage Reduction. The wearer reduces their AG by 2 and their Stealth by 10.
It cost 10,000 sp to make and required the arts of a Rank 7 Armourer (Scale Mail).

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 22,500sp px50 Jim Arona 021 076 9376

Dragon Suede Armour

This soft dragon skin armour is size 3 and weighs 9 lbs. It provides 8 points of Protection, with no penalty to AG or Stealth. It required the arts of a Rank 4 Armourer to create, and cost 5,000 sp.

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 10,000sp px50 Jim Arona 021 076 9376

Dragon Scale Shield

This shield was made from the folded rhomboid scale found in the head of a sand dragon. It is about 2 feet long by about 18 inches wide. It is very light and very strong.
At a cost of 12,000 sp and requiring the arts of a Rank 9 Armourer or Lindener, it has been made into a shield with the following properties:

  • It weighs 5 lbs, penalises MD by 2 and provides 5 points of Defence per Rank in Shield.
  • It is a legal target for an Armour of Earth spell. This magic does not add to Defence, however, any Grievous Blow to the target will dissipate the spell. In that case, however, the specific grievous injury will not be applied to the target.
  • If the shield is cloven or damaged such that at least half of it remains, a Trollskin spell may be cast over it taking at least 10 hours of Ritual Spell Preparation. This will restore the shield.
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 18,000sp px50 Jim Arona 021 076 9376

Consumables

The Children Dressed in the Clothes of Poppies (Rank 20)

This is a free sending which appears as a multitude of children dressed in brightly coloured clothes, some wearing masks, some holding toys in their sticky little hands. They will run screaming riotously to their targets. They have the following ability when invoked:
They can cause up to (Rank/5, minimum 1) targets to become confused. The duration of the confusion is indefinite, lasting until they successfully make a WP check according to the schedule below:

Rank Difficulty
0-4 4 x WP
5-9 3 x WP
10-14 2 x WP
15-19 1 x WP
20 ½WP


The victims may not attempt to recover for one Pulse after they are afflicted. Once they make their WP check, the target is unaffected by the magic.
Confusion is contagious to all members of a Mind Speech community and to the caster of an active Telepathy spell. A D10 is rolled for each confused target. On a roll of 1-4, they continue doing whatever they did last round, whether or not it is sensible. On a roll of 5-7, they move a hex to the left, then two to the right. On an 8 or 9, they pick flowers or admire the decor, and on a 10, they will attack their nearest ally, believing them to be possessed or replaced by a face-dancer.
It requires no more than a Free Act to invoke a sending, but may not performed in a Pulse that they have made or plan to make a Magical Fire Action. The free sending is not available to be bound again until at least the season has changed after they were invoked, and possibly longer.
Legal targets of the free sending are considered to be anything that can plan. This will not include automata, non-sentient undead, lower order animals and most constructs.
To bind a free sending, a character must offer Experience, no other currency is of interest to them. To reflect this, each sending has an Experience Factor, in this case 200. The effective Rank at which the sending will operate when released is determined by how much Experience surrendered to it. The cost of binding is the Experience Factor x effective Rank of the sending. The maximum Rank is 20.
If they have not used the sending before the next solstice or equinox, they recover 20% of the Experience so spent. This keeps happening unless they invoke the Children or until they recover 80% of their initial expenditure, whichever comes first.

Example

Merco has decided to spend 3,000 Experience to bind the free sending to him at Rank 15. If he does not invoke it before the next solstice or equinox, he will recover 600 Experience. If he has still not used it by the following solstice or equinox, he will recover another 600 Experience. This will continue until he invokes the sending or he receives 80% of the Experience spent, in this case, 2,400.
The location of the free sending is personal and cannot be shared. Other people can find it, and it may even be in the same place, but it is still a discovery personal to them.
Knowing the location of a free sending does not provide any ability to get there.

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


Gate

This is the abstract property of'Gates'.

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

Lies

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


Dragon's Teeth

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


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


Potion of Greater Healing

This green potion is contained in a fragile phial and takes a Pass Action to prepare and drink. It weighs 4oz. It will cure one Specific Grievous Injury that is not an amputation and heal 4 rollup D10 + 8 damage, curing EN loss before FT deficit. It will not cure spell-casting or tiredness FT loss.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Tronim 18,000sp px50 Jim Arona 021 076 9376

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

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.
When drunk, it will heal D-2 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Tronim 300sp px50 Jim Arona 021 076 9376

Salve of Wound Curing

This salve is contained in a heavy container. It takes a pulse to prepare it and a pulse or more to apply it. It weighs 4oz.
It will cure one Specific Grievous Injury as if performed by a Rank 9 Healer over a 24 hour period.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Tronim 7,500sp px50 Jim Arona 021 076 9376

Salve of Restore Life

This salve is contained in a heavy container. It takes a pulse to prepare it and a pulse or more to apply it. It weighs 4oz.
When applied, it will Resurrect the Dead as if the person using the salve were a Rank 13 Healer.

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


Flamecap Spores

These brightly coloured orange spores may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma, Bolt of Fire etc) to enhance damage. The enhancement is an additional 2D10 fire damage.
Each application weighs 1 oz.

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


Tails of the Manticorae x 8

These tails come from manticorae and weigh 5 lbs each.

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


Pinch of Sunlight

This pinch of golden dust can be thrown up in the air to create a cylinder of golden sunlight about 10 hexes high and 15 feet in diameter. The sunlight lasts for 5 pulses and creates a condition of Light that is at least 95%. Creatures vulnerable to sunlight in the area will be treated as being in contact with sunlight.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Land of Chaos Magical Solar 2,800sp 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

Potion of Enhanced Vision Rk 20

This potion of Rank 20 Enhanced Vision weighs 4oz, and is kept in a sturdy phial. It takes a pulse to prepare it and a pulse to drink it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Seventh Plane Magical Illusion 4,000sp px50 Jim Arona 021 076 9376

Unauctionable Loot

Merco's House of Friends

This is an itemised figurine of a pet house. It is 4 inches deep x 3 inches wide x 3 inches high, and weighs 4 lbs. By tapping the house three times and whistling, it will grow twelve times larger in all dimensions and will weigh about 64 lbs. This can only be done once a day.
By sacrificing one EN, Merco may bind a pet to the house. This must be done for each pet separately. The EN may be bought back in the normal way. If Merco wishes, he can put all of the pets so bound into the house in one Pass Action. However, he can only draw forth one pet per day (also requiring a Pass Action).
This item will only hold pets. If the pets are carrying gear or equipment, then they must be unloaded before putting them in the house.

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

Grendel's Cup of Knowledge

This gilded cup weighs 4 ounces and is made from an odd crystal.
Once a year, on Midwinter's Eve, Grendel can drink from it and gain sufficient knowledge that he may learn a Spell or Ritual from the College of Water Magics at random and that he doesn't already know. This will cost one point of EN which may be bought back in the usual way. Once he has gained the knowledge, he must set aside the time to Rank the magic to Rank 0.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Wisdom Quest 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

Eric's Amulet of Combat

This silver amulet is enamelled green and weighs 2 oz. It must be seen to be effective and can be worn as a brooch or around the neck.
Eric gains +10 to Strike Chance, +2 to the Damage Modifier and subtracts 2 from his die rolls when delivering an attack. These modifiers are stackable with any other magic.

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

Clementine's Feather Cloak

This cloak is sized for Clementine and weighs two lbs. She will always appears interestingly windswept when wearing it.

  • She is considered to be standing in winds of 40 mph or greater (+10 to Cast Chances).
  • She may increase or decrease the speed of wind by up to 10 mph for any spell that contains the word 'wind' in the title.
  • If she wraps herself in the cloak, she may perform Rituals of her College in half the usual time.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Wind Quest px50 Jim Arona 021 076 9376

Basalic's Ring of Purifying Thought

This ring weighs 2 oz and must be worn on the fourth finger of Basalic's right hand.
For the duration of his Purification Ritual, Basalic is considered to be under the effects of a Mind Cloak (G-8) of the College of Witchcraft.
In addition, he is considered to be under the effects of a Disguise Illusion (S-5) of the College of Illusions, but only for the purposes of avoiding magic that attempts to Locate his position. The Rank of this effect is the same as his Rank in Purification.

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

House with a Handle

This is a small house that has been itemised to be about 8 inches by 6 inches by about 8 inches tall and weighs 7 lbs. When the Itemisation has been suspended, it grows to be 8 feet high by 8 feet long by 6 feet deep. Inside, the internal dimensions are somewhat greater. Essentially there are two rooms, one with a table and six chairs and the front room which has a cast iron stove and six slightly raised pallets. The front foom is about 20 feet wide by about 10 deep, the back room is about 10 by 10. There is a lumber box that will hold about a week's supply of wood and coal. Any wooden thing left in the lumber box will turn into kindling.
Up to 70 more lbs of formerly living material (this includes water) can be left in the house. Anything unliving will be expelled and will likely do damage to the structure.
Any living thing left in the house when the Itemisation reasserts itself will be crushed to death. Then, when the Itemisation is suspended again, their corpse will be found strung from wall to wall, ceiling to floor.
Each entity that meets their demise in this fashion will return as a ghost to haunt the house. They will moan and complain to all who can hear these things about their mistreatment and wail dire imprecations about the householder's fate. This can cause Sense Danger to give false warnings, and sometimes to fail to work entirely. From time to time it may even attract the unhealthy attention of spectral creatures. The chance of bad things happening increases as the community of ghosts grow.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Feralie Magical Tinkering 20,000 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


The Key of Anubis

This is a rod about the size of a walking stick and weighs 3lbs. It is made from a pale wood and is quite light. Carved into the side of the cane are cartouches. Many of these show images of a jackal-headed man in various positions and attitudes. One, in particular, shows him weighing a heart in a set of scales against a feather. The handle of the cane is the head of a jackal carved from silver. The eyes are a pair of bright rubies.

  • The Key may be used as a weapon. It will accept weapon spells. The Damage Modifier is +7 (being 2 greater than normal) and the base Strike Chance is 60% (being 10 greater than normal). This improves by 5 per Rank in Mace instead of the usual 4 and whenever a Strike Check is made, the wielder's Rank in Mace is subtracted from the die roll. If the weapon is thrown, it has none of these special abilites and is considered a normal mace.
  • The rod has a ferrule made from a very hard, very sharp crystal. If the Strike Check is 5% of the modified Strike Chance then A and C class Specific Grievous injuries may be applied.
  • If the owner knows the Opening spell they may cast it through the rod, increasing their base chance by 10. If they do not know the spell, they may cast it at Rank 0.
  • The wielder can find North as if they were a Rank 0 Ranger.
  • Once per season or adventure (whichever is less), the owner may sacrifice a permanent point of EN to the rod which they may buy back in the normal way. For each point so sacrificed, they may store a point of FT in the rod to be used for any purpose. If the owner has sacrificed three points of EN to the rod for this purpose, then they may store three points of FT in the rod. For example, the wielder may use the FT reserve to pay some or all of the cost of a spell that they want to cast or to survive an attack of massive damage. Recharging the rod's FT reserve takes 30 minutes and must be completed at midnight. The rod is recharged at a rate of 2 for every point of FT stored. The FT spent on recharging the rod is tiredness FT loss and cannot be healed back.

At Ranks 10 or higher in Divination, this information is revealed:

  • Upon discovering the meaning of the magical phrase Mene mene tekel upharsin, they may sacrifice a point of EN to the Key. From that point on if they utter the phrase (requires a Free Act which cannot be combined with most Magical Fire actions) when they roll 5% of their modified Strike Chance with the rod, they roll 2D10 and sum the result to check for a possible Specific Grievous injury. This ability recharges if the wielder writes the phrase on a wall after dawn on a subsequent Sunday, Tuesday or Friday. The phrase must be legible from a distance of 4 hexes.
  • Upon discovering how to bathe the Key in the blood of nightfall, the wielder may sacrifice a point of EN to it. Once a day, they can cast the rod to the ground whereupon it will become Shadowfoot:
Appearance

Shadowfoot is a jackal with moon-coloured speckles on a dark blue coat. Her eyes are large, dark and glitter under starlight. The fur on her legs becomes darker so that her feet are almost completely black.

Abilities

She is loyal and of human intelligence. She can follow a scent on a roll of 69 or less if the moon is in the sky. However, as everyone knows, moonscents fade under the dark of the moon. Nevertheless, she will always be able to find her owner's scent and, if separated, will attempt to return to them.

Special

If Shadowfoot dies for any reason, she will once again become a rod and cannot be called again until the next full moon. If the rod is lost and not found by then, it will spontaneously assume jackalform and look for her owner.

Movement Rate

Running: 300

PS: 7 MD: 20 AG: 24 MA: None EN: 8 FT: 12
WP: 9 PC: 23 PB: 9 TMR: 6 NA: Fur absorbs 3DP

She may bite in close, but her Base Chance, DM, Initiative Value and Rank are the same as her wielder's.

Bite: BC _____%, DM [______],A Class, Close, Rank_____.

At Ranks 15 or higher in Divination, this information is revealed:
The Key may devour another rod, mace, maul or club (but not flails). The process takes about an hour or so.
If the devoured rod's bonus to Strike Chance is greater than the Key's SC, then the SC bonus is replaced. The same process is applied to bonuses to Damage Modifier.
Special abilities of rods, maces, mauls or clubs may be devoured, the process proving somewhat draining on the wielder. For a special ability to be gained, the following conditions must be met:

  • the DM agrees
  • the wielder agrees to pay the cost

If the DM agrees that the Key can devour a rod's, mace's, maul's or club's special ability, then they should levy a cost that the wielder will have to pay. This might be trivial or exacting depending on how powerful they judge the ability to be. In general, special abilities will cost somewhere between 2,500 and 7,500 Experience in the most appropriate stat points (most commonly EN). These can be bought back in the usual way.

The wielder's Rank with the Opening spell increases by 1 for every Rank in Mace.
At Rank 20 in Divination, this information is revealed:

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Blood of Girwyllan Summer 808 Feralie Magical Wands/Charm Quest px50 Jim Arona 021 076 9376

Consumables

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


Potion of Pentecost

This potion is contained in a heavy glass vial and requires a pulse to prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next end of season festival (Samhain) or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.

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


Potion of Resist Temperature

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

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


Abilities

Derivatives of the Klepsydra

The Formula of the Angry Bees

Rank 6 Alchemy
The Alchemist gathers sufficient white lead, flowers of sulphur and finely ground charcoal to fill half a bucket, and costing 300 silver pennies. The rest of the bucket must be filled with drake's urine. The mixture must be churned in a safe place for at least four hours and then allowed to settle for the passing of two days. The corruption must be decanted and disposed of for it attacks the breathing of the young and weak. This will leave a fibrous mass which should be pressed into moulds in the shape of bees, then heated carefully.
At the moment the mass becomes molten, it must be taken off the heat and allowed to cool for no more than four hours. The mould should be opened and the bees painted with a mixture of oil and powdered red marble, the painting to happen after the Sun has passed noon but before they are cold.
This will create 30 bees.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.

Adventure Season Value GM
Where Angels Fear to Tread Winter 810 13,000sp px50 Jim Arona 021 076 9376


Clementine's Racial Modifier

Clementine's Racial Modifier for Experience is set back to 1.1.

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

Merco's Eye for Pawn

Merco's left eye has been replaced by a geometric pattern of alternating black and white squares, four squares to the row. There are three rows.
The eye does not impede his vision in any way. While the eye is whole, he has the following talent:
Detect Aura
Range: Special
Duration: Immediate
Experience Multiple: 75
Base Chance: Perception + 5% / Rank
Resist: Active
Effects:As described in §9.1 of the current rule book.
If the eye is damaged, then he will not be able to Detect Auras until it has been repaired.

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

Eric's Reptilian Eye

Eric's left eye has been replaced with a reptilian eye. The pupil is a vertical slit and it is covered by a nictitating membrane.
The eye does not impede his vision in any way.

Adventure Season GM
Where Angels Fear to Tread Autumn 810 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

Mind Shield-Minor AoE

Name: Minor Area of Effect
Spell: Mind Shield
Effects: Mind Shield affects all legal targets within a megahex of the caster.

Cost: 500 Experience.
Constraints: Unracks the spell.
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

Warp Gate-Quick Cast

Name: Quick Cast
Spell: Warp Gate
Effects: Warp Gate 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 Warp Gate 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

Thunderclap-Spell Penetration

Name: Spell Penetration
Spell: Thunderclap
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by one.
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Meta-magic College of Air Magic 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


Basalic's Affinity with the Land

Range: Self
Experience Multiple: 250
Storage: Potion
Effects: This Talent reflects Basalic's sense of connection to the land.

  • Immovability of the Stone - He always adds twice the Rank of this Talent to resist anything which might knock him back, down or lift him off the ground. (e.g. Air Blast, Windstorm, Telekinetic Rage, Levitation, Earth Tremor).
  • Fleet of Foot - While he is in direct contact with the land, he may add one to his TMR for every five Ranks in this talent.
  • Strength of Antaeus - While he is in direct contact with the land, his PS increases by one per four Ranks.
  • Land Sense- He has a chance of noticing that he has crossed the path of or is standing on something unnatural equal to EN + Rank. Unnatural things usually means the undead, weres, summonables and things from other planes.
Adventure Season College of Magic Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Earth Magic Affinity with the Land Quest px50 Jim Arona 021 076 9376

Clementine's Barrier of Wind (S-4)

Range: 10 feet + 10 / Rank
Duration: 5 minutes + 1 / Rank
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Area or Entity
Effects: This spell forms a swirling pattern of wind around the entity in all directions. Thrown and missile weapons passing through the barrier have a chance of being deflected from their course, to impact harmlessly elsewhere. The deflection adds 5 (+ 2 / Rank) to defence against missiles. This spell provides a bonus of 5 (+ 1 / Rank) in melee or close combat.
It may also be cast as an Area of Effect spell affecting one hex per Rank of the spell. Each hex must be contiguous with all others, and if the barrier is to be curved, there can be only one (i.e. the barrier cannot be a squiggly line on a hex grid) The barrier is about 10 feet high.
Any missile or thrown weapon which passes over a hex where a barrier has been placed will be knocked from the sky. Knockout Gas, Noxious Vapours and most non-illusory mist spells have a chance equal to 50% + 3 per Rank in Barrier of Wind - 3 per Rank of the attacking spell of being dispelled if they are cast across the barrier.
If a breath weapon of poison gas or fire passes through the barrier, those protected are entitled to a MR check. If they succeed, they take no damage, and in any case can reduce damage by the Rank of this spell.
If Dragonflames or Fireball is cast so that the area of effect will cross the the barrier, then the damage is immediately halved for any targets on the other side. In any case, the damage is reduced by the Rank of the spell.
This spell is not teachable.

Adventure Season College of Magic Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Air College Elemental Dispellation Quest px50 Jim Arona 021 076 9376

Grendel's Second Sight

Range: Self
Experience Multiple: 175
Storage: Potion
Effects: Because his eyes see slightly different things, Grendel has the ability to detect spatial anomalies and dimensional flaws. If such a thing is within his field of view, and the roll is equal to or less than PC + 5 per Rank in the Talent, then Grendel can tell that such a feature exists. Generally speaking, the workings of the Talent only work over a distance of 50 ft (+10 ft per Rank) but unusually large anomolies might be evident to him even on the horizon. Spatial anomalies are things like Deep Pockets, Maze, Itemisation and some forms of shape changing. Dimensional flaws are things like Rune Portals, Dimensional Portals, Shadow Walking, some forms of invisibility, middlemarches, wormholes and the like.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Planar Affinity 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 only 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

Eric's Spell of Itemisation Suspension

Range: Touch
Duration: Noon
Experience Multiple: 275
Base Chance: 20 %
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Object
Effects: The target of this spell will have the effects of a previously cast Itemisation spell suspended for the duration, returning it to its normal size and function. When Suspend Itemisation wears off, the item will once again shrink down to a figurine of itself.
This spell is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Autumn 810 Disjunction Naming Incantations Quest px50 Jim Arona 021 076 9376

Merco's Affinity with Sand

Range: Self
Experience Multiple: 300
Storage: None
Effects: Because he has drunk of the blood of a sand dragon within an hour of its death and survived, Merco knows something of the secrets of the sands. This operates as a non-racial Talent with the following properties:
The Kindness of Strangers - If he is lost in a sandy desert, he has a percentage chance equal to the Rank of this Talent (minimum 1%) of being found by poor but hospitable travelers who will take him to the nearest place of safety.
Animate Sand - Merco can target (with the spell) 1 cubic foot for every 20lbs he can normally lift with Telekinesis of loose, non-sentient sand (which has a specific gravity of 1.44). The sand must all be within a hex or two of him, and he can move it at his TMR. Whenever the sand is to be moved, Merco must take a Pass Action.
Form of Sand - For up to a minute (12 pulses) at a time, he (and up to 35 lbs of his gear) can assume the form of loose sand of the same mass (occupying a volume of about half a cubic foot). This requires a Magical Pass Action. It will cost him all his current FT but will not change form unless he spends at least 4. At Rank 10, it costs up to half his maximum FT (minimum 2 FT) and at Rank 20 it costs up to one quarter his maximum FT (minimum 1 FT). This is tiredness FT and may not be healed back.

  • His senses contintue to work normally, however his TMR is no more than 1 and his Movement Rate is no more than 50 yards per minute.
  • He may move through openinings that sand could pass through, but he cannot use any Skill that would require the use of a normal hobbit form, and neither can he cast.
  • Most magical and racial talents may be used in this form.

While in sand form, he is not a legal target for healing magic, but neither is he affected by most forms of damage, including falling damage. However, sand holds a temperature well, so if he has been targeted by effects that cause damage by heat or cold, then the damage is recorded. Each point of cold damage counters each point of fire/heat damage and vice versa. Each pulse that he remains in sand form, the damage is reduced by one. When the ability expires, he will be forced back to hobbit form, whereupon he will take the remaining damage at once.
If he has cast Telekinesis on himself, when he assumes sand form he can manifest as a dust devil of about man size. In this case, he has whatever TMR the spell confers upon him.

This talent is inherently chaotic so the DM may rule on a case by case basis without much concern for consistency.


Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Affinity with Sand Quest px50 Jim Arona 021 076 9376

Wizardsight

Experience Multiple: 150
Effects: The Adept may see objects or entities that are invisible — they appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Wizardsight, the object or entity may not be clearly identified or directly magically targeted

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Divination Quest px50 Jim Arona 021 076 9376

Resist Pain

Experience Multiple: 300
Effects:The Adept is somewhat resistant to pain. They may add 1 for every 2 Ranks they have in this Talent to the amount of damage needed to stun them. They cannot easily be tortured or stunned by physical means. In addition, if there is a chance that their concentration has been broken, 5 + 1 per Rank is always added to their chance to make the Concentration Check. No matter what the circumstances the Adept will always have a chance of maintaining concentration.
Like all magic, this talent is affected by cold iron. However, for a weapon to affect the talent, the weapon must be made of cold iron, must have done endurance damage, and must remain in contact with the body. If cold iron is used in the torture of a mind mage, the Adept adds their concentration bonus to the base chance of resisting the torture attempt.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Resistance 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


Lightning Bolt (S 10) v 1.1

Range: 60 feet
Duration: Immediate
Experience Multiple: 225
Base Chance: 30%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity, Object
Effects: The Adept may cause lightning to arc between two or more nodes. The Adept has two nodes at Rank 0, three at Rank 10 and 4 at Rank 20. Nodes that are within 10 feet of each other dissipate. All nodes and arcs must be within range. The Adept must be able to see the nodes, but not necessarily the path the arc might travel along. So, for example, they may put nodes on either side of a wall of stone to catch those cowering behind it.
All targets that are in the path of the arc must resist or suffer [D + 5] (+1/3 Ranks) damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
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 Fulmination College of Air Magic Quest px50 Jim Arona 021 076 9376


Warp Gate

Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 550
Base Chance: 1% (+ Rank in Second Sight, if known)
Resist: None
Storage: None
Target: Area
Effects: This spell allows the Adept to travel to one of their port crystals that is within range. A greyish,roiling vortex appears in front of the Adept, twisting off in the direction of the crystal, fading after about 30 feet or so.
The gate is one hex wide. The Adept can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a gate as wide as the number of hexes they occupy, although the DM can rule otherwise. Entering the gate strips all travellers of FT.
The aperture of the gate closes after Rank number of entities enter it or the Adept does, whichever comes first. The Adept can dismiss the gate at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, although the travel takes time, the distance is not actually traversed. Nevertheless, the wormhole's path must be unimpeded, it cannot pass through barriers like closed doors or windows, etc. Nor may it intersect or become adjacent to any ferrous metal.
This spell will only work in places where there is gravity or something that closely approximates it. It is not affected by the presence or absence of the Astral, the Ethereal, the demi-plane of Shadow, etc.
The Adept will need to have at least one port crystal to make use of this spell. Such a crystal is usually spindle shaped and about the length of a dagger. It will weigh about two lbs and cost 1,000 sp to buy. The points must be shod in metal, and bronze is often chosen. Ferrous metals may not be used.An Arithmetician of at least Rank 8 must have performed the appropriate calculations upon it to correct for any internal flaws. This operation taking at least a week and they will charge 8,000 sp for their labours.
At the end of this time, the Adept must sacrifice a point of WP, which they may recover by spending 5,000 Experience.
An Adept may have as many port crystals as they like.
This spell is not teachable.

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


Breath Stealer

Range: 10 ft (+10/Rank)
Duration: 1 day (+1/Rank)
Experience Multiple: 300
Base Chance: 20%
Resist: Active, Passive
Storage: Ward, Investment, Trap
Target: Entity
Effects: This is a Major Curse. Any entity who fails to resist it will have the breath stolen from their lungs, reducing their EN by 1 for every three Ranks. At Rank 20, the amount of EN reduced is doubled to twelve. The victim's EN will drop by another point (two points, if the curse is Rank 20) each midnight while the curse is still in effect,
This curse is not teachable.

Adventure Season Plane of Origin Nature of Magic College of Magic Value GM
Where Angels Fear to Tread Winter 810 Tintagel Spite Crafting College of Air Magic Quest px50 Jim Arona 021 076 9376