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So long as the pants can be seen on the wearer's legs and hips, then they may stand in a certain way and this will lead observers to believe they have been generously gifted by Nature in a particular way. | So long as the pants can be seen on the wearer's legs and hips, then they may stand in a certain way and this will lead observers to believe they have been generously gifted by Nature in a particular way. | ||
=== Ferrule of Power === | |||
This bronze ferrule must be attached to a pole weapon and increases it's weight by 24 oz.<br> | |||
Once a bonding cost of 1 EN has been paid, the pole weapon has these functions: | |||
*The wielder increases their Defence by 2 (+2 per Rank). This will not stack with Defence from other weapons or shields. | |||
*The wielder reduces damage by 1 at Rank 4 and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like. | |||
*The wielder subtracts their Rank from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank. | |||
*The counterspells of one extra college may be cast on the pole weapon, to the benefit of the wielder. | |||
: By performing a rite at midnight on a solstice or equinox and sacrificing 1 EN, the pole weapon can store one element they have Bound (Earth, Air, Fire or Water) at 1/10th the normal volume. Changing the element requires another 1 EN sacrifice and a rite at the midnight of the next solstice or equinox. | |||
: By sacrificing 1 EN, the Adept can empower the pole weapon to use the Ritual of Sending to message someone they know well in their dreams. The message can only be one simple sentence long, although the target may respond, again, one simple sentence in length. | |||
: The pole weapon allows the wielder to Cast the Runes of Sight once per season as if it were a spell. | |||
: | |||
: the Bound Speech spell so that it may also be cast upon non-sentient entities, allowing them to speak in a language the wielder knows. Sentient entities simply speak in a language they know. The duration is 1 hour (+ 30 minutes per Rank). | |||
;Incantations: | |||
'''Rune Wall - Wall of Stone'''<br> | |||
''Name:'' Wall of Stone<br> | |||
''Spell:'' Wall of Dust & Sand<br> | |||
''Effects:'' This incantation of the Wall of Dust & Sand spell creates a 10 foot high, 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The Adept increases any dimension by 1 foot per Rank but may not attempt to create a wall on top of an entity. <br> | |||
Cost: 1,000 Experience.<br> | |||
Constraints: Unracks the spell, reduces FT value by 1.<br> | |||
This incantation is not teachable.<br> | |||
'''Curse Spell - Doom Song'''<br> | |||
''Name:'' Doom Song<br> | |||
''Spell:''Curse Spell<br> | |||
''Range:'' 20 feet + 15 / Rank<br> | |||
'''Duration:'' Special<br> | |||
''Target:'' Entity<br> | |||
''Effects:'' The Doom Song is a Major Curse and may take one of three forms, as chosen by the Adept. The Doom Song may normally only be removed by the use of a Remove Curse Ritual, by a Counterspell cast by the Adept that laid the curse, or by the death of the target. This spell may not be dissipated.<br> | |||
Affliction The Adept may choose to torment or kill their target. If the effects of the Affliction are intended to be deadly, the target may not die as a result of the curse before (24 - Rank) hours have passed. The Adept’s player states what the Affliction is to do, and then the exact effects and | |||
results must be decided by the GM. In addition to the normal ways of lifting a curse, afflictions may have durations or conditions worded into them, in which case the curse is lifted when the duration expires or the condition is met.<br> | |||
Players should note that Afflictions are particularly capricious, and can never be relied upon to operate in precisely the same manner twice. Some sample Afflictions are:<br> | |||
1. Target begins to age at 10 years per day. Target may die of old age. Once the curse is lifted the target will age backwards to their correct age, at the same rate.<br> | |||
2. Target contracts a deadly disease (including open running sores) that may not be cured by the arts of a Healer.<br> | |||
3. Target is transformed into a frog or other small creature (but retain their own mind). Condition: the Curse may be lifted by the kiss of a member of royalty of the opposite gender.<br> | |||
4. Target is cursed with Lycanthropy (random species).<br> | |||
5. Target will fall into a century long sleep (see Hibernation, College of Ice Magics S-6).<br> | |||
Ill Luck Add two times the Rank of the Adept with this spell to any percentile dice roll involving the target’s use of their abilities. This may never be applied favourably. Note that this is an addition to the dice roll, not a subtraction from Base Chances.<br> | |||
Doom A Doom is a pronouncement, by the Adept, upon an event that will occur in the target’s future, such as: “You will die by the hand of a loved one.†The statement, which must be indefinite, will come true in not less than (24 - Rank) weeks. The Doom remains until it is fulfilled, and may not be removed by a Remove Curse Ritual, or even by the death of the target, unless that death fulfils the Doom.<br> | |||
The target is immediately aware of the nature of the Doom, and its wording. A Doom may be modified, so as to decrease the severity, make the time factor longer, etc., by the casting of a modified Doom on the same target, by an Adept with Rank in this spell at least equal to the Rank at which the original Doom was cast. The exact effects of the Doom must be decided by the GM, and players should note that two Dooms, even if worded the same, need not have precisely the same effects.<br> | |||
Cost: 10,000 Experience.<br> | |||
Constraints: Unracks the spell, reduces FT value by 4.<br> | |||
This incantation is not teachable.<br> | |||
*Certain spells may be invested in the pole weapon at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be so Invested, but any combination is allowed. The following spells or types of magic are allowed: | |||
{| border = 01 cellspacing = 3 | |||
||Counterspells | |||
|Calm | |||
|Gem Creation | |||
|Wall of Starlight | |||
|- | |||
||Frozen Doom | |||
|Lightning | |||
|Earth Tremor | |||
|Freezing Wind | |||
|- | |||
||Extinguish Flames | |||
|Telekinesis | |||
|Hibernation | |||
|Icy Transformation | |||
|} | |||
*The wielder releases the spells stored by using a Cast Action. They are not Triggered.<br> | |||
Revision as of 15:29, 3 August 2021
Back to Brave new world
Loot - Muse
Loot - Logan
Loot - Naimon
Loot - Percy
Consumables
Amorphous Water Balloons x 3
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
Weapons
Flanged Mace
The head of this mace is an inverted tetrahedron made of blackened bronze on a nightwood shaft. It weighs 5 lbs, requires 16 PS and 9 MD to wield.
It has a base Strike Chance of 61% and inflicts 1 rollup D10 + 4 C Class damage, and has 2 points of Penetration (i.e. it ignores 2 points of Protection).
It acts as a Spell Lock for the Short Weight Incantation.
Ogre Glaive
This large glaive has a haft made of yew, a blade made of hardened obsidian and weighs 10lbs 8oz.
When it is wielded by someone of ogre size or larger, it has a base Strike Chance of 67% and inflicts 3 rollup D10 + 8 B or Class damage. In the hands of someone whose size is 5 or 6, the base Strike Chance is 61% and inflicts 2 rollup D10 + 4 B Class damage.
It holds one charge of Converse with the Dead. This may be used to ask three question of the dead. On rare occasions, the target may agree to teach the wielder an ability they know, in which case no other questions are answered.
Once used, it may only be recharged by plunging the blade into the heart of a sentient, thus slaying them.
Deathbringer
This Named quarterstaff has a base Strike Chance of 45%, requires 10 PS and MD to wield, and inflicts 1 rollup D4 damage. This damage is squared if the target does not die of old age.
Blue Laen Mace
This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.
Tsusquagatli
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who can assume that form in a Free Act.
- Description
- Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.
- Skills
- Stealth 75%, and improves at 8 / Rank, Rank 0 - 10
- Ranger, Rank 2 - 7, Jungle terrain.
- Assassin, Rank 0 - 7.
- Special Abilities
- Climbing TMR 5
- Magic
- Blending, Rank 0 - 20
- Purification, Rank 0 - 20
- Glass Protection, Rank 0 - 20
- Range: Self
- Duration: 30 minutes + 30 / Rank
- Experience Multiple: 200
- Base Chance: 20%
- Resist: None
- Target: Entity
- Effects: This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike.
PS: | 30 | MD: | 25 | AG: | 25 | MA: | 3 | EN: | 22 | FT: | 36 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 25 | PB: | 12 | TMR: | 9/5 | NA: | 10* |
*Note that the natural armour is blue laen.
- Weapons
Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.
- Bite: BC 50%, [2 rollup D10]+1 , Melee & Close, Rank 0 - 6.
- Claw: BC 60%, [1 rollup D10]+3 , Melee & Close, Rank 0 - 8.
If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.
Armour
Wooden Lamellar Armour
This wooden banded mail is made from lengths of lacquered, hardened wood. It has a Weight Factor of 4, provides 6 Protection, penalises AG by 1 and Stealth by 5.
Mild Steel Plate Armour
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.
This armour may be improved by an Armourer of sufficient Rank.
Mild Steel Chainmail
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10.
This armour may be improved by an Armourer of sufficient Rank.
Ogre Skin x 16 sizes
sell for 50gs each
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective.
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.
Kobold Chain Mail of Buoyancy
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer's MA bonus.
Witch Robes x 2
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.
Miscellaneous
Jewellery
Sea Silk Coat
This brocade coat is embroidered on to yellow sea silk. It has a weigh factor of 1, provides 6 points of Prot and 8 points of Spell Armour. It has four pockets that can hold one thing no wider than 3 inches and weighs less than 5 Kgs, and this encumbrance is halved. It may be worn over armour no heavier than leather.
Shirt of Glam
This white shirt has no Enchumbrance value and provides 3 Protection and 5 Spell Armour. This does not stack with any armour not made of cloth. In addition, the wearer must wear the shirt in such a way as to expose their chest. Exposing secondary sexual characteristics is at the discretion of the wearer but provides no furtheer benefit.
Rune Shield provides its normal abilities except that a heart-striking Specific Grievous injury cannot be avoided.
One (1) Wiccan amulet may be worn as a medallion, nestling on the wearer's exposed breast, and this amulet stacks with another of the same kind. Only standard Wiccan amulets may be used in ths fashon.
The wearer's Rank in Troubadour is increased by 1, even beyond Rank 10.
It will magically adjust itself to it's wearer size, so long as they fall between 7 and 2, inclusive.
Pants of Tight Blackness
These black pants appear to be made from patent leather, but in fact is a silken fabric. It increases the Magic Resistance of the wearer with respect to magic that does harm by means of Fire, the bonus being by their base Willpower. This improvement lasts for as long as the wearer maintains contact with Transuranic Cold, which costs 9 FT per hour. This cost may be offset by Rank in the Resist Temperature Talent at a rate of 1 + (1 per 4 or fraction Ranks).
The clothing has no Encumbrance value, provdes 1 Protection and 1 Spell Armour. This does not stack with any armour not made of cloth.
So long as the pants can be seen on the wearer's legs and hips, then they may stand in a certain way and this will lead observers to believe they have been generously gifted by Nature in a particular way.
Ferrule of Power
This bronze ferrule must be attached to a pole weapon and increases it's weight by 24 oz.
Once a bonding cost of 1 EN has been paid, the pole weapon has these functions:
- The wielder increases their Defence by 2 (+2 per Rank). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
- The wielder subtracts their Rank from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank.
- The counterspells of one extra college may be cast on the pole weapon, to the benefit of the wielder.
- By performing a rite at midnight on a solstice or equinox and sacrificing 1 EN, the pole weapon can store one element they have Bound (Earth, Air, Fire or Water) at 1/10th the normal volume. Changing the element requires another 1 EN sacrifice and a rite at the midnight of the next solstice or equinox.
- By sacrificing 1 EN, the Adept can empower the pole weapon to use the Ritual of Sending to message someone they know well in their dreams. The message can only be one simple sentence long, although the target may respond, again, one simple sentence in length.
- The pole weapon allows the wielder to Cast the Runes of Sight once per season as if it were a spell.
- the Bound Speech spell so that it may also be cast upon non-sentient entities, allowing them to speak in a language the wielder knows. Sentient entities simply speak in a language they know. The duration is 1 hour (+ 30 minutes per Rank).
- Incantations
Rune Wall - Wall of Stone
Name: Wall of Stone
Spell: Wall of Dust & Sand
Effects: This incantation of the Wall of Dust & Sand spell creates a 10 foot high, 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The Adept increases any dimension by 1 foot per Rank but may not attempt to create a wall on top of an entity.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Curse Spell - Doom Song
Name: Doom Song
Spell:Curse Spell
Range: 20 feet + 15 / Rank
'Duration: Special
Target: Entity
Effects: The Doom Song is a Major Curse and may take one of three forms, as chosen by the Adept. The Doom Song may normally only be removed by the use of a Remove Curse Ritual, by a Counterspell cast by the Adept that laid the curse, or by the death of the target. This spell may not be dissipated.
Affliction The Adept may choose to torment or kill their target. If the effects of the Affliction are intended to be deadly, the target may not die as a result of the curse before (24 - Rank) hours have passed. The Adept’s player states what the Affliction is to do, and then the exact effects and
results must be decided by the GM. In addition to the normal ways of lifting a curse, afflictions may have durations or conditions worded into them, in which case the curse is lifted when the duration expires or the condition is met.
Players should note that Afflictions are particularly capricious, and can never be relied upon to operate in precisely the same manner twice. Some sample Afflictions are:
1. Target begins to age at 10 years per day. Target may die of old age. Once the curse is lifted the target will age backwards to their correct age, at the same rate.
2. Target contracts a deadly disease (including open running sores) that may not be cured by the arts of a Healer.
3. Target is transformed into a frog or other small creature (but retain their own mind). Condition: the Curse may be lifted by the kiss of a member of royalty of the opposite gender.
4. Target is cursed with Lycanthropy (random species).
5. Target will fall into a century long sleep (see Hibernation, College of Ice Magics S-6).
Ill Luck Add two times the Rank of the Adept with this spell to any percentile dice roll involving the target’s use of their abilities. This may never be applied favourably. Note that this is an addition to the dice roll, not a subtraction from Base Chances.
Doom A Doom is a pronouncement, by the Adept, upon an event that will occur in the target’s future, such as: “You will die by the hand of a loved one.†The statement, which must be indefinite, will come true in not less than (24 - Rank) weeks. The Doom remains until it is fulfilled, and may not be removed by a Remove Curse Ritual, or even by the death of the target, unless that death fulfils the Doom.
The target is immediately aware of the nature of the Doom, and its wording. A Doom may be modified, so as to decrease the severity, make the time factor longer, etc., by the casting of a modified Doom on the same target, by an Adept with Rank in this spell at least equal to the Rank at which the original Doom was cast. The exact effects of the Doom must be decided by the GM, and players should note that two Dooms, even if worded the same, need not have precisely the same effects.
Cost: 10,000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.
- Certain spells may be invested in the pole weapon at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be so Invested, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells | Calm | Gem Creation | Wall of Starlight |
Frozen Doom | Lightning | Earth Tremor | Freezing Wind |
Extinguish Flames | Telekinesis | Hibernation | Icy Transformation |
- The wielder releases the spells stored by using a Cast Action. They are not Triggered.
=== Slippers of Innocence ===
These fine leather slippers are beautifully crafted from the skin of new born babies, and weigh 5 oz. Their magic will not work if the wearer carries iron.
: While under the effect of Wraithform, the wearer's disposition, relationships and magical abilities cannot be identified.
: The wearer can walk on Mist or Vapours as if walking on solid ground.
Allies
Lore
The College of Thaumaturgy and Animating Devices (Ver 1.2)
Members of the College of Thaumaturgy and Animating Devices
specialise in magic that animates, shapes, creates or destroys
non-living matter; they are commonly
known as Tinkers. Tinkers tend to be less concerned
with the theory and philosophy of magic than members
of the other Thaumaturgical Colleges, and are
usually more inclined to fiddle around with something
until it works. They are often accused of lacking
empathy, because of the amount of time they spend
associating with inanimate objects. However, many
Tinkers cultivate an impish sense of humour, which
their College gives ample opportunity to develop.
The College is not well known. Much of the Tinker’s
knowledge was lost many years in the past. They are found
almost exclusively in highly developed and civilised
areas.
Most Colleges are scornful of Tinkers, due to their
reputations as tricksters and their lack of direct combat
magics. They are also mocked for their strong
association with the artisan trades, such as Carpentry,
Jewel-Crafting and Smithing. Many Tinkers possess at
least one such skill, Mechanician, or Philosopher specialising
in engineering, mechanics and the like, as all of these abilities complement the College’s style of magic.
Traditional Colours
Tinkers do not have traditional colours, but tend to wear practical work clothes, usually with a leather apron anchored in place, and bedecked with tools.
Traditional Symbols.
The College’s traditional symbol is that of many cogwheels,
each turning others, in an endless chain.
- 13.1 Restrictions
A Magical Aptitude of 17 is required to join the College. Members of the College of Thaumaturgy and Animating Devices may operate without restriction.
- 13.2 Base Chance Modifiers
The following modifiers are cumulative with all other
modifiers (including those specified in §7.4).
Rituals:
Per 10% extra spent on Ritual materials +1
Spells:
Per hour of Ritual Spell Preparation +3
Per Rank in Mechanician +1
- 13.3 Talents
Detect Enchantment (T-1)
Range:1. 30 feet (+ 5 / Rank) 2. Touch
Experience Multiple: 50
Base Chance: 1. PC + 3% / Rank 2. PC + 5% / Rank
Effects: This talent determines whether an item, person,
or area in line-of-sight and within range is currently
under an enchantment or magical effect. The
Adept can tell whether the enchantment is a current
spell or ritual, a warded, invested, or permanent effect,
is contained in a trap or is a curse. A double
effect will reveal the general nature of the spell (eg;
defensive, summoning, damaging) and the effective
Rank or remaining duration of the enchantment. In
addition, a triple effect will tell the Adept the exact
name of the magic (eg; Wall of Bones, Hellfire), or
the College of the spell.
Once the initial, most recent, magical effect has been
successfully detected, older enchantments on a target
with multiple layers of magic may also be detected.
This may be continued while the Adept continues to
succeed in detecting Enchantments. However, only
one attempt per quarter may be made to detect any
given enchantment. If a new enchantment occurs,
the Adept may attempt to detect it, though this in no
way affects the status of the old layer. If an old, unsuccessfully
detected enchantment expires, the Adept
may attempt to detect any newly revealed magic beneath
it.
If the Adept is in contact with the target then the base
chance of this talent is higher.
- 13.4 General Knowledge Spells
Adhesion (G-1)
Range: 10 feet + 10 / Rank
Duration: 5 minutes + 5 / Rank
Experience Multiple: 175
Base Chance: 35%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects: The surface of a non-living solid, up to 1
cubic foot (+ 2 / Rank), is magically enchanted to adhere
to any objects coming into contact with it. Once
stuck, an object is released when the spell’s duration
expires, or the applied PS + D10 exceeds the spell’s
PS of 10 (+ 2 / Rank), which tears the object free (the
durability of some objects may be less than the force
required to tear them free from the spell). Several
individuals may combine their PS to free an object.
Being broken free of the area of the Adhesion, or resisting
a particular contact, in no way protects the object
from becoming stuck if brought into contact with
the affected area again; nor is the spell in any way
broken by having an object torn away; the area remains
as adhesive as before. Except for the crowding
of the area, there is no limit to the number of objects
that may be stuck with this spell. The chance of a
person coming into contact with an adhesive portion
of a hex is 10% / Rank applied to that hex.
Animating Objects (G-2)
Range: 10 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 300
Base Chance: 20%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Object
Effects: This spell may be used to animate any one
object, of up to 10 pounds (+ 10 / Rank) in weight.
By taking a pass action the Adept may control the
actions of 1 (+ 1 / Rank) previously controlled animates
within range. Once set in motion, the animates
will attempt to carry out the action until ordered otherwise.
The animates will move about in a manner
applicable to their shape. Their TMR will not exceed
4.
Animates have a nominal PS value of 5 (+ 1 / Rank)
though this will have limited effect on objects made
of flimsy materials. Their strike chance will be no
more than 20% (+2% / Rank), with a maximum of
D+2 damage. The animate will cease to function if
the object is destroyed, or a Tinker General Knowledge
Counterspell is cast on it. An animate is an object,
but may also be targeted as an Entity. If an animate
is created through the use of a Ward or Magical
Trap, it will receive one command determined when
first cast.
Bound Speech (G-3)
Range: 1 foot + 1 / Rank
Duration: 1 day + 1 day / Rank
Experience Multiple: 200
Base Chance: 40%
Resist: Passive
Storage: None
Target: Object, Area of Object
Effects: This spell allows the Adept to record a verbal
message in an object, and defines the conditions
under which the message will be replayed. This spell
operates in most respects similarly to the Ward ritual,
except that the range is the range of this spell or
touch, and a message is stored instead of a spell. The
message is replayed exactly as the Adept recorded it,
and may contain any verbalisations that the Adept is
capable of. The message may not exceed 5 words (+
3 words / Rank). Unlike the Ward ritual, the message
may be triggered one additional time per two
full Ranks.
Durability (G-4)
Range: 10 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Object
Effects: One object weighing up to 2 pounds (+ 2 /
Rank) may be made more resilient and less susceptible
to damage. The item becomes almost as strong as
steel of the same thickness, without losing any flexibility.
The item cannot be broken unless exposed
to stresses beyond that which steel could withstand,
given the object’s size and shape. The strength is improved
with rank to a maximum of slightly stronger
than steel.
This spell does not protect against soiling, corrosion
or fire or any forms of damage other than physical
stress.
A weapon treated with this spell allows the wielder
to add 2% per Rank of the spell to any roll to save
the weapon from breaking. Armour protected by this
spell will have 2 extra Protection ( + 1 / 10 full ranks)
to a maximum of the equivalent Steel armour. At
Rank 20, 1 may be added to this maximum.
Note that the added Protection replaces (rather than
adds to) any other Protection bonuses due to a material’s
strength (eg Armourer bonuses). If the item
is broken, or armour suffers damage from a Specific
Grievous, the magic is dispelled.
Mending (G-5)
Range: Touch
Duration: Immediate
Experience Multiple: 150
Base Chance: 40%
Resist: None
Storage: Investment
Target: Parts of an Object, Golem
Effects: Any single object weighing up to 10 pounds
(+ 10 / Rank) becomes exactly as it was before it
was broken or deformed. Any pieces missing when
the spell is cast will remain missing when the object
is mended. Mending used to fix objects with an effective
Artisan Rank greater than that the Adept possesses
will degrade the object’s effective rank. Magical
items made mundane through breaking will remain
mundane even after the use of a Mending. The
Spell of Mending may be used on a living creature
that has been transformed into stone, and subsequently
broken. This requires that the Adept be
a Sculptor of at least Rank 8. A Spell of Mending
may be used to repair one of their animates. It may repair either
a Specific Grievous injury, or all general Endurance damage.
Modify Aura (G-6)
Range: 5 feet + 5 / Rank
Duration: 1 hour + 1 / Rank
Experience Multiple: 100
Base Chance: 30%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Object, Entity
Effects: This spell allows the Adept to able to modify
the aura strength of any one object or entity. The
target object may be up to 20 cubic feet (+ 20 /
Rank).The strength of the aura increases or decreases
by up to 1 + (1 / 4 Ranks) on the table below. This
spell does not alter the target’s aura in any other way.
Aura Equivalent
0 No Aura
1 Magic (magical wall, illusion)
2 Formerly Living Composite (chair, stew)
3 Formerly Living (dead orc, log)
4 Non-Sentient Animates (stone golem)
and Non-sentient Undead (skeleton)
5 Living Plants (rose, oak)
6 Living Animals (dog, cat)
8 Sentient Animates (flesh golem)
and Sentient Undead (vampire)
9 Living Sentient (human, sphinx)
10 Long Living Sentient (dragon, titan, elf)
15 Avatar (material form of a Demon, etc.)
Minor Creation (G-7)
Range: Touch
Duration: 15 minutes + 15 / Rank
Experience Multiple: 250
Base Chance: 40%
Resist: None
Storage: Investment
Target: Object
Effects: The Adept may create a simple, common
object from a larger source of its constituent substances
by reaching into the source and withdrawing
the object. For example, the Adept may reach into
a tree and produce a staff. One (+ 1 / 5 full Ranks)
different substances may be combined into a single
finished object with this spell. The substance sources
are in no way damaged or reduced by the spell. The
created object will be a common example of its type
and may not exceed 1 cubic foot (+ 1 per Rank) in
volume, nor 1 lb (+ 1 lb / Rank) in weight. The object
is physically real with all normal attributes. The object
may not be created enclosed by or enclosing anything.
Complicated or fine quality objects may not be
created without the appropriate artisan skill. No alchemical,
herbal or other quasi-magical objects may
be created. Created food provides no sustenance. At
the end of its duration the item vanishes. The object
is a magical construct and will have a magical aura,
regardless of its constituent materials.
Preservation (G-8)
Range: 5 feet + 1 / Rank
Duration: Special
Experience Multiple: 100
Base Chance: 40%
Resist: Passive
Storage: Ward, Investment, Magical Trap
Target: Volume, a dead / undead Entity
Effects: This spell preserves and protects one animate,
dead or undead entity, of up to 100 pounds (+
100 / Rank) or a collection of small objects of a total
weight not greater than 1 pound (+ 1 / Rank) against
the effects of time, decay, rust, erosion or wave action.
It does not confer any protection against magical
attacks. It will not suspend time with regard to
resurrection, poisons, curses, etc. Duration is 4 (+
Rank squared) days, but is permanent at Rank 20.
Transparency (G-9)
Range: 10 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 175
Base Chance: 30%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects: This spell causes a volume of non-living
solid material to become as transparent as high quality
glass, but to otherwise retain its original characteristics.
One (+ 1 / Rank) adjacent 1 foot cubes may
be affected. The Adept may cause the volume to be
transparent from only a single direction, by reducing
the BC by 10.
Bubble of Force (G-10)
Range: Self
Duration: 20 minutes + 20 / Rank
Experience Multiple: 200
Base Chance: 15%
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The spell causes an iridescent bubble of force to appear around the Adept, adhering vaguely to their form. The substance of the bubble reduces the first Rank damage from any source, calculated after any saving throw (e.g. Magic Resistance, etc.) but before any other form of damage mitigation. Damage that inflicts damage directly to the Adept's body, i.e. poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death, Torment or similar effects are unaffected by the spell. The Damage Reduction resets at the beginning of each Pulse.
The spell never regenerates more Damage Reduction than 20 in any given Pulse.
- 13.5 General Knowledge Rituals
Linking Lifeforce (Q-1)
Duration: Permanent
Experience Multiple: 300
Base Chance: 40% + 4% / Rank
Resist: Passive
Target: Object, entity
Cast Time: 1 hour
Material: Object
Concentration Check: Standard
Effects: This ritual allows the Adept to bind an object
to the life-force of an entity. The object will reflect
the entity’s physical condition. If the entity is
well, the object will be in perfect order; if the entity
is sick or wounded, the object will appear appropriately
damaged; and if the entity dies, the object will
seem ruined. There is no limitation on the size or
type of object, but it must remain the entity’s possession
during the entire ritual. Traditionally, apples,
roses, statues, paintings or diamonds are used. The
Life-force Link may be broken by destroying the object,
or by the object being beyond 100 miles (+ 100
/ Rank) from the entity. The death of the entity will
not break the Link. If 10,000 (-500 / Rank) is spent on
ingredients, the range is unlimited and the entity and
object may occupy different planes without breaking
the Link.
Petrifaction (Q-2)
Duration: Permanent
Experience Multiple: 200
Base Chance: 55% + 3% / Rank
Resist: Active & Passive
Target: Entity
Cast Time: 1 hour
Concentration Check: Standard
Effects: This ritual allows the Adept to either change
one entity to marble-like stone, or turn one magically
petrified entity back to flesh. The entity must
be present for the entirety of the Ritual. Any possessions
of an entity are (un)petrified with the entity.
A petrified entity is not aware of their surroundings,
and has time stopped for the purposes of poison, resurrection,
curses and ageing. Petrifaction is not fatal,
although a dead entity may still be petrified. If an
entity is damaged after petrifaction, they may be repaired
with the Mending Spell if the Adept is a Rank
8 Sculptor. Any damage will be applied when the entity
becomes flesh. A petrified entity weighs 3 times
their normal weight.
Ritual of Thaumaturgical Assembly (Q-3)
Duration: Until the following dawn
Experience Multiple: 200
Base Chance: 55% + 3% / Rank
Resist: None
Target: Disassembled device(s)
Materials: Blueprint(s)(not consumed)
Cast Time: 1 hour
Concentration Check: Standard
Effects: The Adept targets the dissassembled parts of devices they have learnt how to make. These devices have a value which is, generally, a reflection of its size. No device may have a value less than 1, and values greater than 20 may not be created by this Ritual. An Adept who has advanced it to Rank 6 may create 6 devices of value 1, or 1 device of value 3, 1 of value 2 and 1 of value 1, or any other combination which sums to 6 or less. The Ritual may be performed any number of times, but the total of device value assembled in a day never exceeds its Rank. A disassembled device of the kind that may be targeted by this Ritual must be learnt from a blueprint, or researched and a blueprint created by means of the Mechanician Skill. Such a blueprint will define the device's abilities, value and weight.
Once the device is assembled, it is a legal target for the Animating Objects spell if it does not exceed the spell's weight limit. As previously noted, the device's properties will likely differ from the spell's.
Item Divination (Q-4)
Range: Rank feet
Duration: Immediate
Experience Multiple: 150
Base Chance: 2 x MA + 3% / Rank
Resist: None
Target: Object
Cast Time: 1 hour
Concentration Check: Standard
Effects: Through this ritual, the Adept discovers
the exact nature of all enchantments, mechanisms,
curses, side-effects, etc. placed on an item. If an item
has been imbued with an Individual True Name, the
name will not be revealed, but its existence will be.
This ritual cannot backfire.
- Invocations
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept's player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).
- "By sky-striding Sarennan!"
Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 750.
Attracts:1 Astral.
Effects:The Adept's spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 => AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 => WP x 2.
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.
- "Regard the discs of the Crimson Harpax!"
Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 1,000.
Attracts:1 Abyss.
Effects: The Adept's spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it's worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a "5" on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.
Blueprints
- Ladybird Automaton
Materials: Coloured glass
Cost: 10 gold schillings
Value: 3
Mechanician Rank: 4
This small, jewel of a ladybird weighs 1 oz and is a legal target for the Animating Objects spell.
When it is thus animated, it may be worn as a brooch on the chest, and will provide the Adept with warning on the first occasion that it senses the approach of danger. It will detect this danger by Breaking 100 + Adept's PC + Rank in Animating Objects.
- Wasp Automata
Materials: Citrine or Ruby
Cost: 100 gold schillings
Value: 2. initially, then 1 for each extra automata
Mechanician Rank: 3
These small, jewels of wasps weighs 1 oz each and are legal targets for the Animating Objects spell. When they are worn as brooches on the chest or cloak, the spell need not be Prepared, however wearing them makes the Adept look unusual and memorable, and no more than 5 may be worn at a time. A Pass Action is required to attach each wasp.
When one is thus animated, it will fly to an object or entity who is within range (of the spell) and inflict [D-4]+ Rank magical damage unless they Resist.
Once they have delivered their payload, the wasps will fly back to the Adept unless otherwise prevented, whereupon the animating magic will dissipate.
- Butterfly Automaton
Materials: Amber & gem chips
Cost: 500 gold schillings
Value: 5
Mechanician Rank: 6
This small, jewel of a butterfly weighs 1 oz each and is a legal target for the Animating Objects spell.
When it is thus animated, it will fly with a movement rate of 700 yards per minute. When it is
- stationary
- in a natural environment
it may Blend (at the Rank of the Animating Objects spell). If the Adept is within 15 feet (+15 ft/Rank of the spell), then the butterfly will send them visual images of what is in its field of view. It may only send Rank minutes of visual imagery back to the Adept. Although this does not have to be continuous, parts of a minute are considered to have taken a full minute.
At any time, the butterfly can be directed to retrace its route when the Adept wants it to return, so long as the duration of the Animating Objects spells remains.
- Scorpion Automaton
Materials: Bronze
Cost: 10 gold schillings
Value: 5
Mechanician Rank: 5
This bronze casting of a scorpion is a foot long, 9 inches wide, weighs 3 lbs (unloaded) and is a legal target for the Animating Objects spell.
When it is thus animated, it will have a movement rate of 250 yards per minute along the ground, vertical surfaces, walls but not ceilings. Its TMR is 5.
It is hollow, and its abdomen contains a space into which a grenado may be placed.
PS: | 6 | MD: | 15 | AG: | 18 | MA: | None | EN: | 15 | FT: | 18 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 15 | PC: | 11 | PB: | 4 | TMR: | 5 | NA: | 0* |
*Note that the natural armour is solid bronze and therefore reduces all damage by 6.
- Weapons
- Bite: BC 25%, [1 rollup D] , Close, Rank =1 per 2 Ranks in spell.
- Claw: BC 50%, [1 rollup D] , Melee, Close, Rank =1 per 2 Ranks in spell.
- Sting: BC 40%, Varies , Ranged, 15 hexes, Rank =1 per 4 Ranks in spell (treat as a missile attack).
"Sting" damage depends on the payload of the grenado. The scorpion has no special protection from the consequences of this activation, although being made from solid bronze, it is reasonably robust and will be unlikely to suffer any harm from the workings of Greek Fire or Methane. The DM will have to adjudicate when the preparation is of a more excitatory nature.