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Revision as of 23:24, 22 January 2014
Return to Brief Candles
Consumables
Other
Mountain Dragon's Teeth

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 |
|---|---|---|---|---|---|---|
| Battleaxe | 38 | 105% | +6 | B class | M | 5 |
| Kite Shield | 37 | 67% | +2 | C class | M | 4 |
Their Defence is 39 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.
Grenadoes
Charms
Herbs
Draughts
Tincture of Aconite and Passionflower x 12
This aromatic tincture is Rank 10 and weighs 1/4 oz. It must be Prepared before it can be drunk. It changes the perceptions of whoever drinks it so that everything they see is +20 PB for 10 hours. 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 10 Tincture (+20 to PB) diluted in this way would increase PB by 5 for 2 hours. All fractions are truncated.
Potions
Potion of Spatial Distortion

This potion weighs 1 lb although it occupies the same space as a regular potion. It takes a Pulse to Prepare and a Pass Action to imbibe it. Space distorts around the drinker so that if they increase in size, they will appear to remain the same size. This has no effect on reach, mass, enhanced TMR, movement rate, increases or decreases to characteristics as a function of size. However, penalties to Stealth and Def are ignored, and the drinker may, obviously, move in to volumes where height is normally restricted.
The maximum legal target is a humanoid creature 16 ft high, the space around them conforming to a humanoid of size 6.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Brief Candles | Summer 812 | Tanuel | Magical | Serpent | 12,000so |
Potion of Temporal Distortion

This potion weighs ¼ lb. The potion is fragile and is not drunk. Instead, it but must be smashed to take effect, which requires a Free Act and allows their previous Action to be reviewed, re-attempted or changed to another Action.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Brief Candles | Summer 812 |
Potion of Greater Restoration
Scrolls
Invested Items
Invested Gems
These gems contain spells which have been invested into them, and share these properties:
- They require a Fire Action, not a Trigger Action, and are executed on the user's Unengaged Initiative.
- Bonuses and penalties are applied when the invested item is used, not when the item was invested.
- MA bonuses or penalties of the user are applied, not the MA bonuses or penalties of the investor.
- Enchantment bonuses of the user are applied, not the Enchantment bonuses of the investor.
- Only humans can use these invested items.
Obsidian Tears x 7
- Shadow Walk
- Rank 15
- Base Chance: 46%
- Range Self
- Duration: Immediate
- Effects: Teleport from a shadow to known remote shadow within 20 miles.
- Value: 8,250sp each
Luck Stone x 2
- Wish
- Rank:N/A
- Base Chance:N/A
- Range:N/A
- Duration:N/A
- Effects:N/A
- Value:100,000sp
Resurrection Stone x 5
- Resurrection
- Rank:N/A
- Base Chance:(72 + Target's EN)%
- Range:Touch
- Duration:Immediate
- Effects:Raises the dead as if the user were a Rank 9 Healer. Any roll of 96 or higher, even if this would be a success, attracts a Phantasm from a netherworld which will reduce the user's EN permanently by D10 - 5, minimum 1. This EN may be bought back in the normal way.
- Value:55,000sp
Runed Bloodstone - Persuasion x 3
- Mass Charming
- Rank:15
- Base Chance:50%
- Range:240 ft
- Duration:Conc. max: 50 mins
- Effects:The user may target 16 entities, who may Resist, failure indicating that they consider the user to be a good friend.
- Value:12,750sp each
Runed Bloodstone - Sacrifice x 7
- Sacrifice
- Rank:15
- Base Chance:50%
- Range:Self
- Duration:Immeditate
- Effects:For the next 32 Pulses the user is charged so that their next successful Melee or Close Strike will cause an opponent to Resist or have their FT reduced to 0 and their EN reduced to -1. The amount of EN and FT reduced can be used to repair a like amount of the user's EN and FT lost to damage.
If the target successfully Resists, they take 15 EN and 15 FT damage, which repairs up to 15 of the user's EN and up to 15 of the user's FT lost to damage. - Value:9,750sp each
Cairngorm x 8
- Mass Fear
- Rank:15
- Base Chance:50%
- Range:240 ft
- Duration:51 Pulses
- Effects:All entities within range must Resist or roll on the Fright Table
- Value:6,000sp each
Fire Opal x 10
- Fireball
- Rank:15
- Base Chance:70%
- Range:210 ft
- Duration:Immediate
- Effects:Fireball detonates, inflicting D10 + 16 Fire damage (Resist for half), over a radius of 25 ft. This will expand to fill a volume.
- Value:8,250sp each
Zircon x 2
- Freezing Wind
- Rank:20
- Base Chance:90%
- Range:105 ft
- Duration:105 seconds
- Effects:Bitingly cold wind fills a 30ft x 30ft x 30 ft cube, inflicting D10 + 10 damage to all who fail to Resist. Every Pulse an entity remains in the volume, they must Resist.
- Value:4,500sp each
Sard x 6
- Necrosis
- Rank:15
- Base Chance:50%
- Range:240 ft
- Duration:Immediate
- Effects:Inflicts D10 + 30 damage to corporeal creatures.
- Value:6,750 each
Diamond x 3
- Diamond Weapon
- Rank:15
- Base Chance:70%
- Range:20 ft
- Duration:16 minutes
- Effects:May be applied to an A or B Class weapon. Increases Strike Chance by 20, reduces the Protection value of Armour and Natural Armour by 5
- Value:3,750sp each
Fulminite x 7
- Lightning
- Rank:15
- Base Chance:75%
- Range:60 ft
- Duration:Immediate
- Effects:All entities or objects in the area of the Lightning Bolt take D10 +10 damage and are Stunned unless they Resist, in which case they take half damage.
- Value:3,375sp each
Star Sapphire x 10
- Starfire (Celestial Star College)
- Rank:20
- Base Chance:110%
- Range:330 ft
- Duration:Immediate
- Effects:This searingly bright ray of Starfire inflicts 5 rollup D10 damage on the first entity or object that it hits. If it inflicts more damage than needed to kill the first entity or object it hits, the remainder is applied to the next entity or object it hits. There spell is only Actively Resistable, Passive Resistance is not allowed, normally.
- Value:8,000sp each
Emerald x 3
- Summon & Control Earth Elemental
- Rank:15
- Base Chance:65%/70%
- Range:20 ft
- Duration:Conc. No max
- Effects:Summons and controls an Earth Elemental.
- Value:6,750sp each
Dust
Amulets
Greater Amulet of Diamonds
This diamond amulet must be attached, obviously, to a the hilt of a weapon to be effective. It will increase the value of the weapon by 10,000sp.
If the wielder delivers a killing blow with the weapon, they may immediately attack an adjacent target without penalty.
Greater Amulet of Luck
This tigers eye amulet must be worn ostentatiously in the left ear to be effective.
Once a day, the amulet may be used to reduce the damage of either a single magical attack by 3 or to reduce damage of a single physical attack by 2. This Damage Reduction is applied at the player's discretion, even if their character were to be unconscious.
Weapons
Black Morningstar Flail

This morningstar flail is one- or two-handed and weighs 5lbs. It has a Base Strike Chance of 68% and its Damage Modifier is +8. Further, it is a legal target of Binding Fire, and if so Bound, will increase the Strike Chance by the wielder's Rank in this Ritual. Targets of the flail using shields (not mains gauche), reduce their Defence by 20.
If the wielder's Rank in this weapon is 4 or greater and they are using it two-handed, then they may deliver a Multi-Hex Strike across their front hexes at a penalty of 20.
Ranks beyond 5 may be achieved with this particular weapon, according to the following schedule:
| Rank | ||||
|---|---|---|---|---|
| 6 | 7 | 8 | 9 | 10 |
| 600 | 1,000 | 1,600 | 2,600 | 4,200 |
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Brief Candles | Summer 812 | Tanuel | Magical | Celestial | 12,500sp |
Glass Dagger and Sheath Charm

This tiny jewel of a dagger and a sheath weighs 1 oz, and must be attached to a charm bracelet. 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 Jeweler. The bracelet itself must be worn on the left wrist.
The dagger itself may be drawn from its tiny sheath, whereupon it will assume the usual weight and size of such a weapon (10 oz and 18 cms long). In such a state, it is obviously magical.
If the wielder casts Telekinesis upon the dagger, then the spell need not be Prepared, it may be Cast with no more than a Free Act and the FT cost is 1. Additionally, the duration of the spell is 10 minutes (+10 minutes per Rank). Note that when Cast this way, it is not a Concentration spell.
The effects of casting the spell are to add 5 (+1 per Rank) of Telekinesis to the weapon's Strike Chance while the wielder's effective PS (for the purposes of using this weapon) is increased by the Rank of the spell.
The dagger's Base Strike Chance is 50% and the Damage Modifier is +4.
These enhancements only apply for the duration of the spell, is not returned to its sheath and while it remains in contact with the wielder, returning to it's jewel size otherwise.
Once a day, the Sheath is a legal target for the Force Shield spell. While duration remains, the first Strike by any dagger (swords and mains gauche do not count) will automatically miss, which will dissipate the magic.
Dervish Blade
This scimitar weighs 4 lbs, has a base Strike Chance of 63% and a Damage Modifier of +4. If the bearer is Solar Aspected, then they may deliver a spinning an attack into every occupied adjacent hex, including the ones in their rear. This reduces their Strike Chance by 20, changes the base Damage to 2 rollup D10 and may only be attempted on a Pulse fully divisible by 4.
It is the wielder's responsibility to keep track of Pulses, and any bookkeeping failure resets the count to 1.
Armour
Orichalcum Vambrace

This orichalcum bracer is sized for a human and may be worn on the right forearm. It weighs 3 lbs. Any Specific Grievous Injury from and including the wrist to and including the elbow may be ignored if the wearer Breaks 100 + 2 x MD.
Any one-handed weapon wielded in the right hand while this vambrace is worn increases the Damage Modifier by 2.
Dragonscale Armour
This set of full scale mail weighs 28 lbs, reduces AG by 2 and penalises Stealth by 10. In rough terrain or near watercourses, Stealth is, instead, increased by 10.
The mail counts as leather armour for the purposes of determining whether a spell rack can be used while wearing it. It provides Protection of 12, EN Armour of 2 and Spell Armour of 12.
While in contact with the ground, the wearer's PS is increased by 3. If immersed in water, the wearer's PC is increased by 2. These effects may stack.
Chainmail
This mail shirt covers a humanoid of size 6 from the shoulders to the knees, and must be belted. It weighs 42 lbs, reduces AG by 2 and Stealth by 15. It provides Protection of 10, EN Armour of 1 and 3 points of Spell Armour.
Once a day, for 3 consecutive Pulses, the wearer may double their base PS for the purposes of preventing their opponent from exiting Close. Magical enhancements to PS are not similarly doubled.
Jewellery
Scarab of Protection

This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted.
The scarab contains 5 charges which may be used to ignore all damage from a single attack, and this requires a Free Act. Once the last charge is used, the scarab crumbles to a greenish dust.
Blue Pearl

This pearl must be attached to a silver pin (costing 100sp) which is worn at the throat, and will weigh 3 oz. Once a day, the wearer may Cast the spell that they Cast the previous Pulse (without Preparing it). If the pin is made of ithildin (multiplying the cost by 1,000), then a third such Cast is allowed.
Improved Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer subtracts 12 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. 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 effect will apply.
Baleful Eye Gem

This gem is about two centimetres across and encumbers as if it weighed 4 oz.
It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast this version of it.
Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye's Defence is twice the Adept's or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept's Defence or the Defence - 30, which ever is the closest to 80.
The "glances" may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell.
- Only spells that
- have a baleful effect
- target the mind, spirit, soul or personality of an entity
- do not inflict damage as part of their spell description
- do not require a gesture or utterance
- have Experience Multiples of 350 or less
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.
Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.
The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name.
- Casting from the gem requires
- a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse.
- a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard's Eye sufficient, unless the gem is co-present with the sensor.
- Example
| Allowed | Disallowed | Reason |
|---|---|---|
| Charming | Mockery | Requires utterance |
| Compel Speech | Confusion of Tongues | Area of Effect |
| Enchanted Sleep | Bolt of Energy | Inflicts damage |
| Slowness | Quickness | Not baleful |
| Hallucination | Flash of Light | Targets the Adept |
| Hypnotism* | Control Person/Animal | Requires concentration |
| Mental Attack | Mass Fear | Area of Effect, exceeds Exp. Mult. |
| Lesser Enchantment** | Damnum Magnatum | Exceeds Exp. Mult. |
| Fear | Torment | Inflicts damage, requires gesture |
| Rune Curse*** | Trapping Spirits | Requires drawing |
| Damnum Minatum | Levitation | Targets the body |
| Harming Entity | ||
| Creating Plague |
* Concentration spells are not allowed, however when cast as a "glance", Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible.
** Used only to curse.
*** Only if the Curse Rune is inscribed on the Adept's Runewand.
Miscellaneous
Book of Geomancy
This tome is 60 cms long, 30 cms wide and about 3 cms deep. It weighs 10 lbs, and although the front cover has gems set into it, they are dark and lustreless. The parchment pages bear writing which will only be revealed if the central dark dark gem of the cover is bound and reshaped into a lens.
If sufficient time is spent reading an entry, then the magic listed below may be learnt:
- Talent of Detecting Ley Lines
- Earth Tremor
- Incantation of Crystal Darts
- Incantation of Stone Skin
- Ritual of Creating a Crystal of Vision
- Ritual of Raising Standing Stones
Once the magic is learnt, it disappears from the page.
This magic may not be taught.
Dragon's Grimoire
This weighty tome is bound in the translucent skin of Transuranians. The following spells may be learnt from the book. Spells learnt from the book disappear are lost so individual spells may only be learnt by the one who read it.
- Earth College
- General Knowledge Spells
- Blending (1)
- Healing (2)
- Lesser Enchantment (2)
- Herbal Lore (1)
- Tracking (1)
- Special Knowledge Spells
- Armour of Earth (4)
- Gem Creation (1)
- Earth Transformation (8)
- Flash Flood (8)
- Heart of the Mountain (4)
- Mind College
- General Knowledge
- Mind Shield (1)
- Fear (1)
- Special Knowledge
- Force Shield (2)
- Transmutation (13)
- Mass Fear (4)
- Water College
- General Knowledge
- Cold Resistance (1)
- Water Breathing (3)
- Special Knowledge
- Walk on Water (3)
- Waters of Vision (4)
- Waterspout (9)
If the reader is an Adept of the same college as the spell to be learnt, then the cost to learn the magic is the cost in FT listed in brackets. This FT may be bought back in the normal way. If the reader is an Adept is a member of an unopposed college, the cost is increased by 1.5 (rounding all fractions up). If they are a member of an opposed college, the cost is doubled. If they are not an Adept, then the cost is tripled.
When it is learnt, the spell becomes a part of their main college, of the appropriate body of knowledge, and is subject to those counterspells. If it is learnt by someone who is not an Adept, then it is considered a spell of the College of Naming Incantations.
Monocle of Hypnotism
This monocle and ribbon weighs an ounce. When it is worn in the left eye, the wearer may target Hypnotism by means of the Telepathy spell.
Demonskin Gloves
These black hand coverings weigh 1/2 lb. The wearer's hands always Resist if they come into contact with a Dark Sphere or the volume of effect of Disintegration or Annihilation magic. This may be of scant comfort if every other part of the wearer is destroyed, of course.
Demonskin Shoes
These black shoes weigh 2 lb. The wearer's feet always Resist if they come into contact with a Dark Sphere or the volume of effect of Disintegration or Annihilation magic. This may be of scant comfort if every other part of the wearer is destroyed, of course.
Mountain Dragon's Eye

The eye weighs 65 lbs and is 12 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.
If they know the spell, an Adept may cast Mind Speech while scrying in order 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.
The eyes are legal targets of the Ritual of Rune Portal, but will only connect with each other. Each eye will take a day to enchant, however, once this is done, an entity will be instantly transported to the location of the other eye, stripping them of all of their FT in the process. These portals are permanent.
Once they have been made into portals, they may not be moved without destroying them. Similarly, putting them in containers that are bigger on the inside than they are on the outside, or that access different dimensions.
Kaleidoscope Spell Rack
This jewelled kaleidoscope weighs 3/4 lb and is a non-primary spell rack. It may only be used to rack spells that are related to wind and storm magic. If an Adept has a primary spell rack, this one may be advanced separately.
It contains these spells:
- Storm Calling
- Windstorm
- Eye of the Storm
- Call Lightning
Storm Calling, Windstorm and Call Lightning must be racked before they can be Cast, although they are not incantations.
Dragon's Wing Sail

These sails are made from the wings of a dragon. Each is 10 metres long, 3 metres wide at the base, and weigh 68 lbs.
They are legal targets of the Animation or Animating Bodily Parts spells, and the cost to make each one Permanent is 50,000sp - 800sp per Rank in the Permanency Ritual. They may be attached to the hull of an airship by an experimental Mechanician (Rank 8+) who has experience with flying devices. It will take 4 weeks to install the wings, and the Mechanician will charge 16,000sp for their time.
When deployed as "spinnakers", the airship will move at (76% plus 2 per (Rank in Airmanship OR Rank in Navigator - 2)) x 5 miles per hour (+1 mph per Rank in Animating Bodily Parts or Animation).
The wings are remarkably sturdy given their lightness and, if deployed in intemperate conditions, will be able to sustain winds of 80 mph for 8 hours. Each hour after this will cause the sails to deteriorate, reducing the effective Rank of the Animating magic. This will have a direct impact on speed. The damage may be repaired by Ship Strength, Animating Bodily Parts or Animation spells, and will require 300sp per Rank restored.
The effects of exposure to more powerful winds should be determined by the DM.
Elemental Coins
These coins may be spent once a day in the place of FT on a one for one basis. For example, a Flame coin can be spent to as if it were a FT point to Cast or help Cast magic of the Fire College, or magic that suggest fire, flames, burning or conflagration. It may not be spent on Blackfire, or similar magic which does not have anything to do with the element of Fire.
| Coin | Qty | Do | Su | Ro | Ka | Eg | Gr | Ki | Ar |
|---|---|---|---|---|---|---|---|---|---|
| Stone | |||||||||
| Wind | 8 | ||||||||
| Flame | |||||||||
| Wave | 2 | ||||||||
Great Gems
Great Emerald
A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.
Three Emerald Waters are formed in the process, as well. These waters replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.
Great Ruby x 2
A Great Ruby can be cut to create one amulet of three different kinds:
Siege Master's Amulet
This amulet adds 15 to the wearer's chance to Perceive Tactics whenever they are in a siege. In addition, they add 15 to the Magic Resistance against any attempt to confuse them with mazes and labyrinths. This applies to the Maze spell, as well.
Ruby of the Speaking Beast
If this ruby is ground up and added to the food of an animal, they will become a Speaking Beast. Speaking Beasts know the languages of their own kind at Rank 8 or maximum, whichever is lower, and 1 Rank lower in the language of the one who fed them. If they were already a Speaking Beast, then they may learn a spell.
Ruby Pommel Stone
This stone must be set into the pommel of a sword to be effective. It will not be effective in any other kind of weapons. Daggers and Mains Gauche do not count, either.
If this is done, the wielder of that weapon is entitled to an extra Attack at half their Engaged Initiative value.
Three Ruby Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells that generate Defence (e.g. Armour of Earth), or that increase PS or EN (e.g. Strength of Stone or Strength of Darkness).Immolation, Quickness or Resist Pain.
Allies
Lore
Athelas

This plant has long leaves that gave off a sweet and pungent fragrance. The scent has a refreshing and envigorating effect on those who inhale it.
It can be used to ease pain, and it also has the power to counteract the effects of the Black Breath.
In the hands of a King who is also a Ranger,its full power can be released. Once a day, it may be used by such a person in one of the following ways:
- Cure D10 - 5 (+ Rank in Ranger) EN lost to damage
- Recover D10 - 8 (+ Rank in Ranger) FT loss from any cause except a reduction in FT value
- Cure Poison as if they were a Healer but at a penalty of 3 Ranks
- Cure Disease as if they were a Healer but at a penalty of 3 Ranks
- Soothe Pain as if they were a Healer
Athelas does not keep normally, and must be gathered on the day it is to be used. It can be found growing in forests, jungles, hills, moors, meadows, plains and alongside watercourses. It is an uncommon herb.
Abilities
Tongue of the Rough Beast
As a result of surviving drinking the blood of a recently green and grey dragon, this entity can speak with a mundane animal whose natural environment is rough (mountains or hills). More importantly, they can understand these animals when they respond.
Generally speaking, this means that they can talk to hawks, eagles, ravens, lapwings, bears, wolves, snow leopards, goats, sheep and mountain foxes.