Bleyze' Award Sixteen Quarters of Time: Difference between revisions
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[[Category: Jim Arona]][[Category: Bleyze]] | |||
Return to [[The_Sixteen_Quarters_of_Time#Experience_.26_Other_Awards|The Sixteen Quarters of Time]] | Return to [[The_Sixteen_Quarters_of_Time#Experience_.26_Other_Awards|The Sixteen Quarters of Time]] | ||
Latest revision as of 21:42, 15 September 2015
Return to The Sixteen Quarters of Time
Bleyze returns to the Guild on 13th of Heat 812 WK
He spent 43 days away from the Guild.
- He may
- advance any Talent 7 Ranks.
- He has been immersed in these languages
- Thari - 2 weeks
- Lamethian - 2 weeks
- Albionian - 4 weeks
He may include the time associated with each language as part of his training time.
- Bleyze has earnt
- 16,000sp cash
- Nett value of loot
- 121,000sp
- Cash adjusted for Guild Tax of 10%
- 3,900sp
Consumables
Brimstone x 3
This pot weighs 4 oz and contains a reddish-brown dust.
If the Brimstone dust is scattered when a teleportation effect is invoked, then, so long as the destination is off-plane, range limits are ignored.
It may be used with Rune Portal, the Translocation incantation of Fire Arc, the Torc of Teleportation and similar magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | 7th Plane | Magical | Portals | Quest | Jim Arona 021 076 9376 |
Avoid Fate Trump
This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Potions
Healing Potion x 4
This potion weighs 4 oz. It will restore D10 + 8 EN lost as a result of taking damage.
This potion is fragile, and if it is worn openly on a belt or similar attachment, it may be Prepared and imbibed in 1 Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
400sp | Jim Arona 021-076 9376
|
Pot of Flesh x 2
This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Regeneration
|
5,000sp | Jim Arona 021-076 9376
|
Stab-Curing Potion x 4
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
1500sp | Jim Arona 021-076 9376
|
Slash-Curing Potion
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
3000sp | Jim Arona 021-076 9376
|
Remnants
Eye of Flame x 4
This eye can be exchanged for 5 Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Fire | 200sp | Jim Arona 021 076 9376 |
Shunning Eye x 1
This eye is an antagonistic eye.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Shunning | 400sp | Jim Arona 021 076 9376 |
Forest Dragon's Teeth x 26
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
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 | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Calling
|
500sp each | Jim Arona 021-076 9376
|
Shriveled Heart of Resurrection
This dried and shriveled heart weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to heal the victim.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Healing
|
7000sp | Jim Arona 021-076 9376
|
Investeds
Ice Wand of Ray of Cold
Range: 255 feet
Duration: Immediate
Cast Chance: 75%
Resist: Passive
Target: Entity, Object
Effects: Triggering this wand projects a blast of intense magical cold at the target. The ray of cold will impact either on the target or on the first obstruction blocking the path from the Adept to the target. Anything struck
by the ray must either resist or suffer [D + 16] damage (resist for half damage).
The Cast Chance is modified by the MA and Enchantment(s) of the wielder, not the investor, and any situational modifiers that affect Ice College magic.
Charges
6 | 5 | 4 | 3 | 2 | 1 |
The wand is 30 cms long and will drip constantly but not change its length substantially. However, whenever a charge is used, the length will diminish by 5 cms. It encumbers as if it weighed 12 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Urania | Magical | Cold | 13,500sp | Jim Arona 021 076 9376 |
Weapons
The Blazing Kris
This kris weighs 10 oz. It is a dagger with a base Strike Chance is 45% and the base DM is +1. It may not be thrown.
While wielding this weapon, Bleyze may Cast Bolt of Fire which will have the following characteristics:
- The spell need not be Prepared
- The spell may be cast in Close without penalty
- The spell may not be Resisted
- The range of the spell changes to Touch
- Bleyze subtracts his Rank in Dagger from the result of the Cast Check when casting the spell
These properties only apply while Bleyze has Prepared the kris.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Fire | Quest | Jim Arona 021 076 9376 |
Fire Lance
This long, slender weapon weighs 7 lbs. It require PS 14 and MD 15, and is treated in as if it were a Crossbow.
It takes all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignores Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 60 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the roll hits, but is in the range of a Fumble, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 8,000sp | Jim Arona 021 076 9376 |
Armour
Forest Dragon Scale Armour
This armour has a weight factor of 4, reduces AG by 2 and penalises Stealth by 10, except in a Forest, Wood or Jungle environment, where it provides a bonus of +15.
It is considered Mail armour, and does not allow the wearer to access a spell rack if they own one.
It provides 8 points of Protection.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 10000sp | Jim Arona 021 076 9376 |
Jewellery
Amulet of Karistocles
This amulet must be worn openly to be effective, although anywhere on the chst will do. It weighs 4 oz.
The wearer subtracts 5 from the result of their die roll when making a Magic Resistance check. This will not stack with other subtractions from the die roll, the greatest subtraction will apply, however.
Note: This does not increase Magic Resistance. Since Magic Resistance is not increased, neither is Active Magic Resistance. On the other hand, the 5 point subtraction from the die roll is not affected if the wearer's Magic Resistance is halved etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Construct | Galvanism | 12000sp | Jim Arona 021 076 9376 |
Miscellaneous
Drake Coach
This appears as a coach drawn by a pair of black horses. On close examination, the coach and the horses are revealed to be covered in scales. There is a maker's mark under the seat which says 'Meliadus of Kroiden'.
There are shuttered openings and a door on each side of the coach.
This sign is posted on the wall and cannot be removed:
- Abstinence from liquor is requested, but if you must drink share the bottle. To do otherwise makes you appear selfish and unneighbourly.
- If ladies are present, gentlemen are urged to forego smoking cigars and pipes as the odour of same is repugnant to the gentler sex. Chewing tobacco is permitted, but spit with the wind, not against it.
- Gentlemen must refrain from the use of rough language in the presence of ladies and children.
- Furs are provided for your comfort in cold weather. Hogging the furs will not be tolerated and the offender will be made to ride with the driver.
- Don't snore loudly while sleeping or use your fellow passenger's shoulder for a pillow; he or she may not understand and friction may result.
- Weapons may be kept on your person for use in emergencies. Do not use them for pleasure or shoot at wild animals out the window. This can rile the horses.
- In the event of runaway horses remain calm. Leaping from the coach in panic will leave you injured, at the mercy of the elements, hostile locals and hungry beasts.
- Forbidden topics of conversation are: highway robberies and uprisings by hostile locals.
- Gents guilty of unchivalrous behaviour toward lady passengers will be put off the coach. It's a long walk back. A word to the wise is sufficient.
In the normal course of events, it can travel thirty miles a day over flat, easy terrain, perhaps a little more if the roads are good, less if the going is hard. If more speed is desired, then a driver can increase the movement rate of the coach to Rank in Horsemanship miles per hour. Unless they have specifically trained in driving a team of horses, then they suffer a penalty of 3 to their Rank. This ability costs a point of FT per hour of travel.
The coach is an object but is a legal target for these spells: Wildfires, Ice Traversal, Fire Armour, Heat Shield and Rune Shield. Its PS is considered 40 minus 5 per passenger (and luggage) carried.
The coach has four defensive panels: the top, the right side, the left side and the back. Each panel has 10 points of armour from the scales and can absorb 100 points of damage before it is breached. A breach is a hole large enough for a man to climb through. The horses cannot be harmed since they are some peculiar form of unreality.
The size of the coach and pair is about 20 feet long by 8 feet across. It can be itemised (triggered by a keyword) to a model 12 inches long by 5 inches across and will be adored by children everywhere.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Transformation
|
37,500sp | Jim Arona 021-076 9376
|
Ephemeral Chalice
This chalice only assumes solidity in Bleyze' hands, at which time it weighs 1 lb. Changing the chalice from a solid to ephemeral state and vice versa requires a Pass Action.
- While the chalice is physically manifest, it may hold a Bound Fire, which may be used in all of the usual ways of such things.
- Fire Bound in the chalice does not require concentration,
- The Fire Bound in the chalice may be used in the place of FT when casting magic of the College of Fire Magic, and the Adept is considered to be in contact with Fire. Talents do not inflict a reduction but General Knowledge magic reduces the Bound Fire by 1 Rank, Special Knowledge magic reduces it by 2.
- The Fire Bound in the chalice may be used to change the damage type of a spell that causes damage through heat and fire to inflict damage as if by cold. Whenever the Adept changes damage type, the Rank of the Bound Fire is reduced by 1(this is cumulative with the reduction noted above). When the Rank is less than 0, the Bound Fire is extinguished.
- Finally, the Adept pays half the EN cost when extending the duration of the Bound Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Magical | Ephemera
|
Quest | Jim Arona 021-076 9376
|
Phylactery of Strength of Stone
This is a scroll that appears to be itemised so as to form a brooch. Strength of Stone has been invested in the phylactery at five times the normal cost. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage
|
20,000sp | Jim Arona 021-076 9376
|
Abilities
Bleyze' Ritual of Binding Fire (Q-1)
Range: 10 feet + 10 / Rank
Duration: 1 hour + 1 / Rank
Experience Multiple: 500
Base Chance: 10%
Resist: None
Target: Fire
Material: Fire source + Endurance (optional)
Actions: Chanting and spinning
Concentration Check: Standard
Effects: The Adept gains complete control over a fire source as large as 10 (+ 10 / Rank) cubic feet. This fire may then be moulded and shaped as desired but with a minimum of one foot thickness in any dimension.
Regardless of the shape created, the fire retains its normal heat and damaging properties. Damage is as per a large bonfire or [D - 3] if the entity is within
one hex. Bound fire is unaffected by normal rains and winds short of hurricane conditions, but may be extinguished by a dousing of water of similar or greater
volume than the fire.
If the Adept sacrifices 2 points of Endurance from a sentient as part of the ritual, the duration of the Ritual of Binding Fire is enhanced to 1 year (+ 1 / Rank).
If the Adept sacrifices 4 points of Endurance from a sentient creature the duration of the Ritual of Binding Fire is permanent. This Fire is bound to a specific non-movable item from which the fire appears to issue (e.g. a ruby set in a wall, a line of runes on a floor etc). Permanent Bound Fire can be suppressed for [21 - Rank] minutes by a dousing of water of similar or greater volume than the fire, attack with magical cold for more damage than the damage rating of the fire etc. To disippate a permanent Bound Fire the object to which it is bound must be broken, destroyed or seriously defaced.
The Adept may instil basic intelligence in a Bound Fire if desired and give the entity thus created simple commands.
- Special
Bleyze may spin shimmering silk from fire he is Binding in any of the colours of flame. This silk may be threaded into robes (as part of the Ritual process) which, for Blezye only, will provide 5 Protection and Spell Armour (+1/4 Ranks). Any Protection value from cloth armour is ignored, unless it is magical, and the DM rules that it will stack. If the robes are made with Rank 20 Flamesilk, then Bleyze may subtract 5 from his die roll when Resisting Magic (making it easier) and his Defence versus all missile or thrown attacks will increase by 20.
Anyone wearing clothing with Flamesilk threaded into it may increase their PB by one for every Rank of the Artisan Tailor in excess of 7 (to a maximum of +5 or their Racial Maximum, whichever is lowest).
An Artisan Tailor of at least Rank 7 is required to make the robes, who will need a month to make them. It will cost them 30sp per day. The cost will double to 60sp per day if the robes are Rank 9, 120sp per day for Rank 10, and so on.
They may be reduced by A and B class Specific Grievous Injuries, but not C class, unless, in the opinion of the DM, this is warranted. The robes are destroyed when reduced to 0 or less and a new set will have to created. Otherwise, they may be repaired, taking 3 days, the cost being reflected above.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Mental and Physical Fortitude
This character may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
This costs 3 EN which may be bought back in the usual way.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Hellfire - Spell Magazine
Spell: Hellfire.
Effects: This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Fire Arc - Translocation
Spell: Fire Arc
Effects: When the Adept casts this incantation of Fire Arc, they are consumed in a ball of fire, only to appear anywhere within range and line of sight. If the Rank of Fire Arc is Rank 20, they may return to their original location the following Pulse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Fire Ball - Fire Blast
Spell: Fire Ball
Effects: When the Adept casts this incantation of Fire Ball, the fire manifests explosively and will expand to fill a volume. The table below outlines its properties, where diameter refers to the volume in an open area, whereas length refers to how long a volume it will travel down, assuming 10 ft by 10 ft corridors.
Rank | Diameter | Length |
---|---|---|
0 - 4 | 1 hex | 8 inches |
5 - 9 | 2 hexes | 5 ft |
10 - 14 | 3 hexes | 18 ft |
15 - 19 | 4 hexes | 40 ft |
20 | 5 hexes | 80 ft |
The Fire Blast inflicts the normal fire damage of a Fire Ball of its Rank. In addition, however, anything in the volume of effect must Break 100 + PS (+2 x PS if they made their Resistance Check) or be thrown back or to the ground by the blast. Regardless of whether they fall, they take overpressure damage. This is counted in feet from their position to the extent of the range which is closest. They may take more damage if they are thrown violently against an obstruction.
Firearmour does not protect against this damage.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Fire Ball - Fire Storm
Spell: Fire Ball
Effects: When the Adept casts this incantation of Fire Ball, fire rains down over an area Rank Hexes long by Rank Hexes wide. The rain lasts for 1 Pulse at any Rank less than 10, 2 Pulses at any Rank greater than 9 but less than 20 and 3 Pulses at Rank 20.
In the first Pulse, anyone in the area of effect must Resist or suffer 1 rollup D10 fire damage. In the second Pulse, anyone in the area of effect must Resist (even if they have successfully Resisted previously, or similarly, failed) or take 2 rollup D10 fire damage. In the third Pulse, anyone in the area of effect must Resist (even if they have successfully Resisted previously, or similarly, failed) or take 3 rollup D10 fire damage.
Successful Resistance negates this damage.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Burning Bones
Range: Self
Duration: 30 minutes (+30 minutes per Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: Passive
Storage: Potion
Target: Entity
Effects:Bleyze' skin is replaced by Astral flames which are visible only to those whose Rank in Wizard Sight, Fire College Infravision, Enhanced Vision, Witchsight or Second Sight is the same or greater than his Rank in this spell. For the duration of the spell or until dispelled, his defense is increased by 2 (+ 3 / 2 Ranks). Any entity that is within 5 feet must resist or take 1 / 2 (or fraction) Ranks Fire damage per pulse if Bleyze takes a Free Act to force the flames to manifest physically. The target will glow with the same degree of brightness as a Firelight spell 5 Ranks lower, (minimum 1) for those who have sufficient Rank to see them.
He is somewhat resilient with respect to magic that inflicts wounds or physical damage. This would apply to Putrid Wound, Necrosis, Disruption, Life Draining, Hand of Death, Sacrifice, Torment or similar magic. Each Pulse, the flames will consume the first Ranks of damage from any or all of these sources up to the rank of the spell (0 at Rank 0, 20 at Rank 20). Note that Maul of Stone would not be affected by this magic.
When he is in a fire, Bleyze can take the appearance of burning wood or embers and may only be detected by Witchsight or by Infravision of equal or higher Rank.
When Bleyze casts this spell, he is considered to have removed his skin.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |