Network of Sin - Flamis' Award: Difference between revisions

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''Range:'' Self<bR>
''Range:'' Self<bR>
''Duration:'' 5 minutes (+5 minutes / Rank)<br>
''Duration:'' 5 minutes (+5 minutes / Rank)<br>
''Effects:'' The Adept becomes invisible and may not be seen by non-magical means. An invisible thing does not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seeable; a coin picked up by the Adept will become invisible). Note that light may not be a possession — if the target is carrying a lantern it will be invisible, but the light it emits will not.
''Effects:'' The Adept becomes invisible and may not be seen by non-magical means. An invisible thing does not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seeable; a coin picked up by the Adept will become invisible). Note that light may not be a possession if the target is carrying a lantern it will be invisible, but the light it emits will not.
The spell ceases to work whenever the target makes a Strike or Cast check (whether resulting in a "hit" or not). This restriction does not apply when the Rank of Immolation 16 or higher. The target may always choose to end the spell at any time.
The spell ceases to work whenever the target makes a Strike or Cast check (whether resulting in a "hit" or not). This restriction does not apply when the Rank of Immolation 16 or higher. The target may always choose to end the spell at any time.
'''Cost:''' 1200<br>
'''Cost:''' 1200<br>

Latest revision as of 19:58, 8 February 2024

Return to Network of Sin

Flamis returns to the Guild on the 30th day of Snow 814 WK with 60,800 Experience and has earnt, after Guild Taxes

She spent 60 days away from the Guild and spent 22 days in training. As a result of using a Comet Trump, she has

read from the Alchymical Marriage of Fire and Water
advanced her Rank in Mechanician to Rank 8
learnt the following Power Words: Spell Surge, Life Surge, Burn, Dazzle, Speed

She may:

advance any Talent seven Ranks.
advance her Rank in Stealth by 1 at only 90% of the cost and no time.

As a result of the party's actions:

she never appears in any book read by any Dantalion.
she subtracts 10 from the die roll when making WP (only) stat checks.
She has earnt one service from Serifan, the Lord of Patterns, to the tune of 100,000sp or 2 immortal crowns.

Consumables

Agate Amulet

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1

Once all of the charges are used, the amulet fades to a greenish dust.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Network of Sin Winter 814 Hell Formerly living Affliction 3,000sp px50 Jim Arona 021 076 9376

Contingent Spell Amulet

By means of Ritual Spell Preparation, an Adept may store a spell in this amulet, which may be released at a later time by using a Free Act. This will cause the amulet to crumble into a greenish dust. If the spell is not used within Rank hours, it will dissipate without destroying the amulet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Mysticism 5,000sp px50 Jim Arona 021 076 9376

Trumps

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
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376


Treasure Map

This trump may be played to create a map to the nearest treasure, once. Note that this is a map to the nearest treasure, not the richest treasure, and the distance, in any case, can be no further than 300 metres.
Once played, the map draws a map outlining the physical shape of the place. It does not indicate in any way the inhabitants or obstacles, all doorways will be described as closed unless it is an open archway. Traps are similarly not identified, although open pit traps will be.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Ally Trump

This trump may be played to create a loyal knight who is a Rank 4 Warrior, with the appropriate skills for such a person.

PS: 20 MD: 19 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
Bastard Sword 38 111% +8 B class M 5
Large Round Shield 37 68% +2 C class M 4

His Defence is 43 and his Magic Resistance is 40%.
He will fight loyally, always succeeding when forced to make a morale check.
Otherwise it may be played upon an ally, which will offer it some advancement, and this will have to be negotiated with the DM.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376


Sun Trump

You have 50 points which you may spend against damage inflicted upon you.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Potions

Potion of Greater Healing

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Healing 5,000sp px50 Jim Arona 021 076 9376

Potion of Restoration

Rank 10 Alchemy
The potion has one of two possible effects:

  • If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one but not beyond racial maximum, unless their FT cap has been removed.
  • If the imbiber is alive but has taken harm, then it will restore half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. It will not cure EN lost to Specific Grievous injuries or Afflictions but will restore FT lost to exhaustion and spell casting.

The FT may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Formerly living Enhancement 15,000sp px50 Jim Arona 021 076 9376

Magic Fang

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next week, any natural attack (bite, claws etc) will be a legal target for a Weapon spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Green Silences 5,000sp px50 Jim Arona 021 076 9376

Hydragyrum x 2

This potion weighs 5 lbs, is stored in a heavy glass vial and must be Prepared before it can be used.
If this potion is taken as a function of Casting a spell of transformation, the effect becomes permanent if it is not already. This does not have an effect on spells of enhancement, unless this is a function of a transformation, e.g. Trollskin would not become permanent (unless the target were transformed into a troll).
Taking Hydragyrum drives one inevitably closer and closer to madness. Madness Quotient is increased by 1 the first time taken, doubling each time thereafter. When Madness Quotient exceeds base WP, the imbiber become irrevocably unhinged, spending their time drinking tea with hallucinations and developing a fanatical devotion to hats.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Nualis Magical Transfiguration 78,000sp px50 Jim Arona 021 076 9376

blood wolf

Opal

value: 9,250sp

Once this gem has been used, it may be made into a Greater Amulet of Aquilegius. The wearer subtracts 10 from die roll result to avoid Fear or Awe, and in any case subtracts 10 from the result of a Fright or Awe check

Dispel Unclean
Chance: 60%
Effects: This spell may only be cast on a target who is also under the effects of an Immolation spell, changing the colour of the flames to a shimmering white.
The target increases their Defense against devils and undead by a further 15 while this magic is in effect.
The target can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. This use discharges and ends the spell.
In addition, with a touch the target can automatically dispel a spell cast by a denizen of the Seventh Plane. This use also discharges and ends the spell.
Exception: This does not apply to curses, etc.

Dispel Unclean
Chance: 60%
Effects: This spell may only be cast on a target who is also under the effects of an Immolation spell, changing the colour of the flames to a shimmering white.
The target increases their Defense against devils and undead by a further 15 while this magic is in effect.
The target can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. This use discharges and ends the spell.
In addition, with a touch the target can automatically dispel a spell cast by a denizen of the Seventh Plane. This use discharges and ends the spell.
Exception: This does not apply to curses, etc.

Timefires
Chance: 46%
Effects: This spell burns the time out of an object or entity of no greater volume than 32 cubic feet, which need not be flammable in any way. This leaves a pale ash, which will fade away within D10 Pulses.
The universe grows a little smaller when this spell is used.

Quench
Chance: 55%
Effects: This spell is cast over an area with a diameter of 75 feet centred on the gem at the time it was Triggered. The effect lasts for no longer than a minute, but during that period, Extinguish spells need not be Prepared, and may be Cast with a Free Act. In addition, any magic that causes damage by fire or flames (but not heat by itself) may be dispelled if:

  • it is targeted with a successful Extinguish spell and
  • the Adept who cast the attack spell fails to Break 100 + MA + Rank + Mana Sense.


Weapons

Tentacle Net

This net weighs 2 lbs. It has a base Strike Chance of 50% and the base DM is +1.
It may be used underwater without penalty, and indeed, in this environment, will be animate, and may swim as its wielder wills if they can speak to it. It can swim with a TMR of 7, has a swimming movement rate of 350, and if it manages to entangle a victim, will deliver A Class injuries with its beak. This is a Close rated attack but the victim's PS is ignored :

Bite
IV: 35 SC: 85% DM: +4

If wielded around the secondary arm and shoulder, the net provides 4 Defense per Rank, with no MD penalty. The wielder may still attack with the net without abandoning this Defense bonus, unless it is thrown.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Carrefour Living animal Elder Lore 16,585sp px50 Jim Arona 021 076 9376

Armour

Lich Robes

These heavy robes are the precise colour of jaundice and have a weight factor of 4. They are sized for a human but may be cut down for smaller races, and this will cost 4,500sp per size category.
The robes provide 9 Protection, 11 Spell Armour and 3 Damage Reduction, and so will entirely protect the wearer from a FT blow of 12 damage or a spell that inflicts 14 damage.
The robes are uncomfortably warm and will inflict D10 heat damage per minute that they are worn. If the wearer is Fire-proofed, then this damage is reduced by the Rank of the spell, and the robes inflict no damage at all if modified to zero or less.
Nevertheless, the robes are uncomfortable to sleep in and no FT is recovered for the first 3 hours of sleep.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 New Terra Formerly living Elder lore 19,000sp px50 Jim Arona 021 076 9376

Miscellaneous

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
Network of Sin Winter 814 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Flamis' Third Arm

This artificial limb lies upon Flamis normal arm like a tattoo of coloured geometrical shapes. When it is activated, requiring a Pass Action, it forms into a third arm made of stained glass. This does not impede her in any way and remains active until dismissed (also requiring a Pass Action) or the duration of the Ritual of Binding Fire expires.
The arm has a PS & MD of 10 (+1 / Rank of Ritual of Binding Fire) each. If specifically targeted, its Protection is the same as Flamis', plus an additional 5 points of Damage Reduction. Its EN is 36, 45 at Rank 9 and 55 at Rank 10. Its FT is equal to Flamis' Rank in Ritual of Binding Fire. Even though it is worn by Flamis, it is always available to spells that target objects, although it benefits from Flamis' Magic Resistance.
The main function of the arm is to allow Flamis to use an extra non-Magical Pass Action in a Pulse. She could use the arm to Prepare a potion, weapon or do something that may take multiple Pass Actions like getting something out of her pack. This Action, or set of Actions are additional to those normally allowed her.
As a Free Act, and requiring a Gesture, the arm may attempt to deflect any spell that targets Flamis or her possessions by Breaking 100 -> 3 x MD. This may not be attempted again for another 3 Pulses, and in that case, the Break 100 attempt is only + 2 x MD, and so on. Further attempts may be made so long as the 3 Pulse cooldown is observed, however eventually only a percentile die roll of 100 will suffice. This ability will reset at dawn.
The arm is a weapon, and may be wielded as an extra Unarmed Combat attack without penalty. In addition, it may receive a Weapon of Flames spell. It inflicts B class injuries.
A Cleansing Flame spell cast upon it will repair 1 (+1 per 2 Ranks) Damage Points once the duration has expired, but will not otherwise affect Flamis. The arm cannot be repaired if it is destroyed (as determined by the DM). In addition, the Cleansing Flame spell can be consumed to power a Flash of Light of the same Rank, but the volume affected is 5 feet wide (+1 ft / Rank) and 15 feet long (+5 feet / Rank). Anyone facing in Flamis' general direction and within the volume of effect must Resist or be affected.
If an emerald worth 20 truesilver guineas is set in the arm, it may store a Healing potion. Using this potion requires a Free Act or a Pass Action at Flamis' discretion. Storing the potion takes Flamis 3 days and costs as much again in Black Myrrh as the Healing potion (i.e. it costs 1,000sp to store a 1,000sp Healing potion)
If a sapphire worth 25 truesilver guineas is set in the arm, it may hold any Magical potion. Using the potion requires a Free Act or a Pass Action at Flamis' discretion.Storing the potion takes Flamis 3 days and costs as much again in Black Myrrh as the Magical potion (i.e. it costs 1,000sp to store a 1,000sp Magical potion)

If a ruby worth 30 truesilver guineas is set in the arm, a spell from an Invested scroll may be stored in the arm. Using the Invested item requires a Free Act or a Pass Action at Flamis' discretion instead of a Trigger Action. Storing the charge takes Flamis 3 days and costs as much again in Black Myrrh as the Invested spell (i.e. it costs 1,000sp to store a 1,000sp Invested scroll)
.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Alusia Magical Stained Glass Quest px50 Jim Arona 021 076 9376

Jewellery

Mage's Headband

This silver head band, set with a translucent moonstone, weighs 4 oz.
While it is worn, the wearer's MA is increased by 6, so long as 1 point of EN is sacrificed to it. In addition, the wearer subtracts 10 from the die roll result of a Magic Resistance check vs magic that Stuns, Dazes, Sleeps or otherwise renders them unconscious.
If armour is worn with this headband, then none of the headband's benefits apply.
If another entity sacrifices EN to it, the previous owner(s) cannot benefit from it ever again.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Enhancement 12,000sp px50 Jim Arona 021 076 9376

Allies

Flash

Flash is a red-winged blackbird. He is beautiful and aware of it.

Natural Habitat
Woods, Plains
Description
Flash is a thrush-sized black bird with a flame coloured patch on his wings
Movement Rates
Flying: 900
PS: 3 MD: 16 AG: 16 MA: 8 EN: 3 FT: 6
WP: 14 PC: 18 PB: 14 TMR: 18 NA: Feathers absorb 1 DP
Weapons
Flash can attack only in Close Combat with his beak (BC 59%, D10-8 damage).

He weighs about 4 oz, and although a sentient entity, he does not count with respect to limits for dimensional or instantaneous travel, neither does he count against the number of creatures that can travel together in the Abyss or similar environments.
He speaks all of the languages of his companion but 1 Rank worse. He can read none of them but could be taught.
Any of his Primary Statistics (PS, MD, AG, MA, WP & EN) can be advanced 5 more points even if this would take it outside of the range of a normal creature of its type. Additionally, his FT can be advanced as high as 16. This costs the normal amount of Experience and each stat can only be advanced once an adventure or season, whichever is the least.

Flash
  • is immune to damage from fire from any source, and while he is within 1 hex of his companion, he is considered out of range any magic, including ones that take effect over an area or volume. This protection can be dropped at will, and requires no Action at all.
  • can store a number of Pyrotechnic spells equal to his base EN. These can be released, requiring a Cast Action from him (Cast Chance = companion's Cast Chance), costing 2 FT, and the range is Self. Flash loves this, being able to somewhat shape the display, and often creates a firework in a shape that glorifies his beauty.
  • acts as a container for a Bound Fire which has these properties. Producing a Bound Fire is a Pass Action.

He is a legal target for any spells that his companion knows which have a target of Self.
He is a Rank 3 Troubador, with Singing (3), so behaves as if he were Rank 6 when giving these performances.

Adventure Season Plane of Origin Aura GM
Network of Sin Winter 814 Tanuel Long living sentient px50 Jim Arona 021 076 9376

Lore

Stained Glass Prosthetic Arm

Mechanician Rank 8
This is a complex device, constructed in three separate parts:

The superstructure
a non-flammable outer covering rigid enough to protect its inner workings, yet elastic enough so that it is capable of a full range of movement. Cross-sectional members provide support and relay mechanical energy and heat around the limb from
The furnace
a containment in the limb that can support a Bound Fire without conducting heat away from it.
The binding
an attachment to the Mechanician's shoulder.

The Superstructure

The stained glass of six windows must be collected from an undesecrated church, cathedral or basilica. Each window must be 1 metre tall and 33 cms wide or more. Windows collected from a church will attract the attention of a village, windows collected from a balisica will attract Rites of Anathema.
The lead must be stripped from them and the glass stored in a white linen sack on a Monday. The next day, before noon, each pane of glass must be broken into shards no larger than a nun's thumb nail with a hammer made from silver. The glass must be sorted by colour into separate, virgin coppers and covered with pure spring water. Each must be decanted and the water replaced seven times before dusk. The glass must be drained onto clean cedar boards and rested for the night.
Three pounds of hydrargyrum must be used to make seven mirrors, then, before dawn, the shards must be set in a bath and exposed to the east, the mirrors placed behind them. A spectral liquor is poured into each bath. As the sun rises, its light will play through the bath, draining the colour properties from the shards to be collected in each hydragyrum mirror, which must track the sun. Before dusk, they must be covered with tenebral curtains and sealed in darkness and transported to a laboratorium, where the hydrargyrum backing must be scraped from the mirrors during the hours of darkness.
Once the metal has been collected, a cup of molten platinum costing 25 truesilver guineas must be poured over it and rapidly cooled. The two metals will not combine well, web-like structures spraying forth from the mixture. These webs are ductile but extremely hard, and must be woven into the basic superstructure of the limb before noon, after which it can be properly worked. This will require the Skills of an Artisan Smith or Armourer of Rank 6 or greater and take 8 hours. For four hours a day over the next 49 days, under the pressure of the Mechanician's gaze, multi-coloured panes will gradually fill the gaps of the web, as the metal stabilises into a proper, although clearly magical, alloy.
It is important to note that the multi-coloured panes are not glass, but the solidified observations of the Mechanician.

Spectral Liquor

Rank 3 Alchemy
Seven lead receptacles must be purified with sal ammoniac after midnight but before dawn. A gold shilling should be lain in each receptacle. Then, into the first a teacup of salts of tin is poured, into the second, salts of nickel, the third, salts of iron, the fourth, salts of silver, the fifth, salts of selenium, the sixth, salts of copper and the last, arsenic, the contents of each dissolved with aqua regia. This process costs 3,000sp in Alchemical materials.
Each lead receptacle should be covered. On any Sunday, but before the aqua regia dissolves them, the receptacles must they be set out in the open from dawn to noon, the vapours being collected by tubes of glass and thus distilled by the sun. Each must be filtered through a rainbow, which will precipitate each of the products into a tinted, clear but unstable fluid. Once all of the fluids have been combined, they will violently boil. There is a flat chance of success of 75%, anything higher indicating failure and total loss of materials. If successful, the Alchemist will produce enough liquor for Rank baths.

Tenebral Curtain

A tailor's metre of black silk velvet, costing no less than 50 gold shillings, must be bathed in a bottle of midnight wine and left in the open for the three nights of the moon's darkness. Any exposure to light over this period will destroy the velvet, and the process will have to be started again.

Midnight Wine

Rank 3 Herbalism
One hundred sloes of the blackthorn and the fruit of one deadly nightshade must be collected no more than six days after the last frost of Autumn. The fruit must only be pressed at full night, and may not be exposed to light of any kind, lest the wine be ruined. This will produce enough for one bottle of wine.
The wine will not go bad, but does not improve much with age in the cask. However, it does get better in the bottle so long as it is not exposed to light of any kind. Drinking one bottle is enough to make a grown man quite ill for three days. Drinking two would lead to a painful death in about 72 hours (this counts as a synthetic poison and a Healer would half their normal chance of Neutralising it).
An Herbalist can expect to produce as many bottles as their Rank in any given Autumn, so long as they have sufficient fruit.

The Furnace

A crucible in the shape of a cylinder 15 cms long and 3 cms across, made from fine bone porcelain, must be introduced into the arm between the elbow and the shoulder mount. It will cost 100sp. Fire may be Bound into this crucible, which will provide its motive force. Only a Rank 8+ Mechanician who understands prostheses has any chance of placing or removing the crucible from the metal framework safely.

The Binding

This orichalcum shoulder abutment was removed from the remains of a Vampyre Lord in or near Hell. When surgically implanted into the body of an entity by a Rank 8 or better Healer, it will form a binding between the entity and an artificial limb. A point of EN must be sacrificed to the abutment, otherwise it will eventually be rejected, possibly rendering the artificial limb permanently unusable.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Abilities

Flamis' Mana Drain

Flamis may draw mana from a source of fire that she is in contact with and use it like FT to power her magic.
A small campfire may be drained of no more than 5 mana, a large campfire no more than 10 mana and a bonfire will provide no more than 15 mana.
Although several fire sources may be drained in this way, she is limited to no more than 15 mana in a single day, dawn to dawn.
The effects of this ability on drained fire sources is, largely, up to the DM. However, at the very least, a fire source that is drained of all its mana will not be flammable until dawn of the next day.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Incantations

Dragonsmite - Flame Blossoms

Name: Flame Blossoms
Spell: Dragonsmite
Range: 25 ft + 25 ft / Rank
Duration: Special
Resist: May not be resisted
Target: Entity
Effects: This incantation causes the spell to jump to the nearest person within 10 feet on each hex side of the target. This affect will last for Rank / 5 Pulses, and although a target may not be subject to the spell more than once, new targets are valid for the duration. source.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Cleansing Flame - Dispel Denizen

Name: Dispel Denizen
Spell: Cleansing Flame
Range: Touch
Duration: Special
Resist: Passive
Effects: This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.
In addition, the Adept can automatically dissipate spell magic cast by the undead or a denizen of the Seventh Plane. This use also discharges and ends the incantation.
Exception: The incantation cannot dissipate curses, etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Smoke Creation - Toxic Fumes

Effects: This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must Break 100 + Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes.
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:

Rank Multiplier
0 – 5 3
6 – 10 2.5
11 – 14 2
15 - 17 1.5
18 or 19 1
20 0.5

Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Cost:750
Constraints:Unracks the spell, reduces the FT value by 1.
This incantation is not teachable.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Fire Arc - Translocation

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.
This incantation is not teachable.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Wall of Fire - Firethorns

Effects: This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Immolation - Invisibility

Name: Invisibility
Spell: Immolation
Range: Self
Duration: 5 minutes (+5 minutes / Rank)
Effects: The Adept becomes invisible and may not be seen by non-magical means. An invisible thing does not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seeable; a coin picked up by the Adept will become invisible). Note that light may not be a possession — if the target is carrying a lantern it will be invisible, but the light it emits will not. The spell ceases to work whenever the target makes a Strike or Cast check (whether resulting in a "hit" or not). This restriction does not apply when the Rank of Immolation 16 or higher. The target may always choose to end the spell at any time. Cost: 1200
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376