War-wolves of Londinium - Keshah: Difference between revisions

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''Cast Time:'' '''1 hour'''<br>
''Cast Time:'' '''1 hour'''<br>
''Rune:'' Self<br>
''Rune:'' Self<br>
''Effects:'' The Adept must paint their forehead with a Sending Rune and meditate upon an entity that they have seen and studied sufficiently (as per College of Ensorcelments and Enchantments Spell of Location for "seen and studied”) or whose Individual True Name they have employed. At the end of the Cast Time, they may send a message to the target who may opt to reply. The length of the messages is 5 words per Rank.<br> The time taken for the message to reach the target is 1 hour (+ 2 minutes per mile) - 30 minutes per Rank (minimum of 1 hour).
''Effects:'' The Adept must paint their forehead with a Sending Rune and meditate upon an entity that they have seen and studied sufficiently (as per College of Ensorcelments and Enchantments Spell of Location for "seen and studied") or whose Individual True Name they have employed. At the end of the Cast Time, they may send a message to the target who may opt to reply. The length of the messages is 5 words per Rank.<br> The time taken for the message to reach the target is 1 hour (+ 2 minutes per mile) - 30 minutes per Rank (minimum of 1 hour).
This ritual does not allow communication with entities on other planes of existence.  
This ritual does not allow communication with entities on other planes of existence.  



Revision as of 19:50, 8 February 2024

Return to War-wolves of Londinium

Keshah returns to the Guild on the 6th Vintage 816wk with 48,521 Experience, has earnt:
64g
19gs
4sp
1cb
after Guild Taxes.
He has earnt these Spots:

6 6 7 7 7 7 8 8 9

Prior to adventuring, he had 35 days available for Ranking, being 2nd of Fruit to 7th of Harvest 816wk. He spent 126 days away from the Guild.

He may
advance any Talent eighteen Ranks.
advance his Rank in Horsemanship 1 Rank at only 90% of the cost and no time.
advance his Rank in Albionese as if he had been immersed in it for 3 weeks.
advance his Rank in Thari as if he had been immersed in it for 1 week.


Consumables

Grenadoes

Herbs

Herbal Draughts

Remnants

Eye of the Sea Hag

These eyes have been preserved and contain 3 Death.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Death 1,000sp px50 Jim Arona 021 076 9376

Wyvern Blood x 6

This sturdy vial must be Prepared before it may be used. It weighs 4 oz and contains the heart blood of a wyvern.
It provides a bonus of 20 when used as a component in casting Rune Magic. If used as a component in casting Rune Magic that poisons, curses or afflicts, the bonus climbs to 30.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 800sp px50 Jim Arona 021 076 9376

Wyvern Venom Sac Gamma

This venom sac contains 6 doses of poison

Claustrophobia Venom x 3

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that makes them claustrophobic. If they enter a close and inhibiting environment (e.g. a house, canopied forest, etc) they must Break 100 -> 3 x WP to avoid rolling on the Fear Table. Entering a cave, sewer system or tunnel will require them to Break 100 -> 2 x WP or roll on the Fear Table twice at +20, and to enter a cupboard, chimney, dumb waiter or other place of imminent death will require them to Break 100 + WP or roll on the Fear Table three times + 40.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Heartbreaker Venom x 2

When injected, this venom afflicts a target who does not Break 100-> EN with a minor curse of MA 15 that halves their PS and EN over the course of 30 minutes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + EN, failure indicating that the MA of the curse has increased by 1 and their EN value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost EN value at a rate of 1 point every 3 days of rest.

Eyeworm Venom

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that fills their eyes with blindworms that writhe against the socket of their eyes and press against their brain. Whenever they consciously look at something, they must Break 100 -> WP or be forced to roll on the Fear Table as the worms create some terrifying vision of horror in place of reality. The victim can, however, end the effects of the curse, although not the curse itself, by plucking out their own eyes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 3,600sp px50 Jim Arona 021 076 9376

Potions

Lozenges of Healing x 3

This lozenge weighs 1 oz, dissolves in the mouth and heals 10 damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 A Certain Shore Magical Healing 1,200sp px50 Jim Arona 021 076 9376


Amulets

Gems

Actorios Intaglio

value: 4,500 sp
Once this gem has been used, it may be made into a prism that allows the user to bend darkness. Darkness can be bent to deflect it away from covering the user's entire hex, or deforming the volume of a darkness spell by 75 cubic feet.

These spells may be cast in two different ways, as below:

Sacrifice

Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:

  1. Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
  2. Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.

Sacrifice

Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:

  1. Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
  2. Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.

Opening the Gate

Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:

of the East
The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
of the West
If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.

Opening the Gate

Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:

of the East
The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
of the West
If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.

Working the Flesh

Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'

to Cure
The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
to Harm
The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.

Working the Flesh

Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'

to Cure
The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
to Harm
The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.



Miscellaneous

Weapons

Wyvern Sting

This wyvern's sting can be made into a tulwar that weighs 2 lbs, has a base Strike Chance of 50% and base Damage of 2 rollup D10. There is no chance of breaking this weapon by over-strengthing it unless the wielder's PS is 60 or greater.
When rolling dice for this weapon, a "9" is read as a "0".
It has a long memory and a bitter disposition.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living - 13,920sp px50 Jim Arona 021 076 9376

Armour

Nightgaunt Bracer

This dark leather bracer weighs 9 oz, and is worn on the left forearm. It's magic will not be accessible until it has been worn for four hours.
It will reduce the wearer's FT value by 1 per hour, which can only be rested back when the bracer is removed and in any case, after the next dawn.
One spell of a College of Darkness or Dark Magic may be stored in the bracer by means of Ritual Spell Preparation and is released on their Unengaged Initiative by making a Cast Check. The Base Chance of the magic is modified by the wearer's MA bonus or penalty and the condition of darkness they are experiencing, not the Adept's.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Summer 816 Perfidious Albion Formerly living Darkness 8,300sp px50 Jim Arona 021 076 9376


Jewellery

Amulets

Enhanced Amulet of Jet

This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. Does not stack with a standard Amulet of Jet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Stone Lore 9,600sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Beryl

This amulet of diamonds, when it is worn openly around the neck, increases the wearer's PC by 5. Does not stack with a standard Amulet of Beryl.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Perfidious Albion None Stone Lore 16,000sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Perfidious Albion None Stone Lore px50 Jim Arona 021 076 9376

Miscellaneous

Skiff of the Waves and Wind

When this skiff is drawn from its bottle, it will be 25 ft long, 6 feet across the beam and weigh 380 lbs. It has a stepped mast, which is 8 feet tall, and a seam or orichalcum where the keel would be. If air is Bound to the mast twice and once to the orichalcum seam, then it may be sailed into the air at a speed of 5 miles per hour (+1 mph per Rank in the Ritual and Navigator) to a maximum height of 100 ft x Rank above the ground. It has a maximum rate of climb of 15° (climb 1 hex every 6 hexes of horizontal movement).
The hold is covered and will carry a maximum of 1,500 lbs. If water is Bound to the orichalcum seam, this will form a keel and will drive the skiff over the waves at a speed of 5 miles per hour (+1 mph per Rank in the Ritual and Navigator). If the Adept has sufficient Rank to Bind 7,500 gallons of water. the skiff may be submerged safely to a depth of 50 feet per Rank. At depths beyond this, the Binding and then the skiff itself may catastrophically collapse, with lethal consequences. Submarine movement is 5 miles per hour (+1 mph for the average of Rank in the Ritual and Navigator), and when submerged, the skiff contains 18 person hours of air.
It takes 4 Pulses to take the skiff out of or put it into its bottle.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Victoria Magical Binding 23,850sp px50 Jim Arona 021 076 9376

Book of Visitation

These open leaves are made from the eyelids of black dragons and weighs 3lbs. They are 45 cms high and 60 cms wide, and the ink used to write on them has been drawn from one of their hearts. While the leaves are exposed to the open air, they will degenerate 20% per season unless protected with an appropriate binding which will weigh 7lbs and require the skills of a Rank 8 Artisan Bookbinder who will charge 3tg and a rose carved from translucent chalcedony.
While it is carried under the left arm, the Adept may see into proximate dimensions and their Rank in Philosopher is increased by 1, even beyond Rank 10. They spend half the normal Experience to learn the written form of a language they know.
A Rune Mage may read from the book and learn:

Sending (Q-3) Range: 100 miles + 50 / miles per Rank
Experience Multiple: 350
Base Chance: 30% + 5% / Rank
Cast Time: 1 hour
Rune: Self
Effects: The Adept must paint their forehead with a Sending Rune and meditate upon an entity that they have seen and studied sufficiently (as per College of Ensorcelments and Enchantments Spell of Location for "seen and studied") or whose Individual True Name they have employed. At the end of the Cast Time, they may send a message to the target who may opt to reply. The length of the messages is 5 words per Rank.
The time taken for the message to reach the target is 1 hour (+ 2 minutes per mile) - 30 minutes per Rank (minimum of 1 hour). This ritual does not allow communication with entities on other planes of existence.


In addition, it contains these incantations:

Visitation - Invisibility

Range: Self
Duration: 5 minutes + 5 / Rank
Target: Entity
Effects: By opening a path to an adjacent dimension, the Adept becomes invisible and may not be seen by non-magical means. They do 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 them (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 seen; a coin picked up will become invisible). Note that light is not 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 check in melee or close combat. This restriction does not apply when the Rank of Visitation is 16 or higher. The target may always choose to end the spell at any time.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Visitation - Hand of Baran

Range: 10 feet (+10 feet / Rank)
Effects: The Adept may create a large, translucent hand, roughtly 3 feet in diameter, with a TMR of 4 at up to the limit of their range. The hand has a Physical Strength of 15 (+ 2 / Rank). and the MD is equal to the Adept's MA. However, fine manipulation is extremely difficult, so 10 is added to result of a percentile roll when MD checks are required. Entities or Objects caught between the hand and an immovable object suffer 1 (+ 1 per two full Ranks) physical damage per Pulse (armour may reduce this). Entities may break away from the hand by executing a Withdraw action.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Visitation - Secret Passage

Range: 10 feet(1 foot / Rank)
Duration:Permanent/Special
Effects: By opening a path to a part of the Astral Plane used by departing souls, the Adept may create a secret passage in a wall. The capacity of the passage is equal to 12 (+12 per Rank), this value being reduced by the size of each entity that enters it.
While the passage is occupied, which happens when all of the entities have finished entering, it may only be exited, no others may enter without precipitating those inside into the material world. This will have lethal consequences (Break 100 -> Endurance or die, a result of 150 indicating the entity has found a pocket of air and can look forward to dying of asphyxiation, a bare success indicating that one or more non-essential body parts have merged with the surrounding material and the entity can look forward to dying of asphyxiation while suffering hideous pain.
Turning an entity into a newt or candlestick will have not reduce their "size" with respect to the passage, since it is the moment of the soul that taxes the magic. Multihex creatures are calculated at a rate of 6 per hex.
The Adept reduces the chance of the passage being detected by 5 x their Rank in Mechanician + Rank in Visitation.
Note that the FT reduction does not end until the passage is counterspelled by the Adept, or all of its capacity is exhausted.
Cost: 4500
Constraints: Special, reduces FT value by 1.
This incantation is not teachable.

Visitation - Wall Walking

Duration: 10 seconds (+ 10 seconds / Rank)
Effects:This incantation of the Visitation spell allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Visitation - Martial Throne

Range: Sight
Duration: Concentration: No maximum
Target: Entity
Effects: This incantation of the Visitation spell conjures to this plane an angelic warrior in the form of a martial throne, and directs it to hunt down and slay one target, who must be within sight when the spell is cast. The throne is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight, appearing as a wheel 1 foot wide and 8 feet high, with 12 burning eyes all over it. The throne will continue with its mission until the Adept’s concentration is broken, its intended victim dies, or it is dissipated or slain. The throne can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The throne has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank), but has no defence or armour value. Neither may it be Stunned. The throne's movement rate is 650 yards per minute, and its TMR is 13. The throne may move in any direction without restriction, including through the air, walls, water, etc., except through the area of a Rune Special Counterspell.
The warrior may be dissipated by having a Rune Special Counterspell cast on the area it occupies.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Rune of Truth - True Seeing

Range: 10 feet + 5 / 2 Ranks
Duration: 30 seconds + 10 / Rank
Resist: No
Target: Area
Rune: Truth
Effects: All entities within range of the Rune of Truth have a chance of detecting things in the area that have been magically altered to appear other than they truly are. True Seeing may reveal the visual component of illusions, and entities or objects that are invisible, insubstantial, or have been magically rearranged or transformed (such as by curses). The chance of an observer detecting such alterations or concealments will depend upon the rank of this spell, the rank of the concealing or transforming magic, and the perception of the observer. For odd magical abilities without a Rank the GM should substitute some appropriate alternative (such as [MA - 10]).

True Seeing is of equal or lesser Rank
Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this.
True Seeing is of higher Rank
More major imperfections may be noticed. (e.g. invisible figures have a slight will-o’- the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC).
True Seeing is 10+ Ranks higher
The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic.

Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Perfidious Albion Formerly living Binding Quest px50 Jim Arona 021 076 9376

Leaves

Allies

Pissenlit

Pissenlit is a demon of the Abyss and can be invoked for one service per day. He has two abilities, only one of which may be chosen at a time:

  1. empower his master's touch so that the first person he successfully Strikes with it will suffer from an urgent call of nature, causing enough discomfort that they will act as if they were a victims of a Rank 10 Hex until they can relieve themselves. This is not Resistable.
  2. empowers his master in such a way that when they pass water onto stone or wood it will rot away to a noisome mess in 5 minutes. Other materials are not affected except as normal. The DM is encouraged to sensible doubt when a player swears they could paint the entire side of a barn with one glorious outpouring. Should the claims grow vexatious, demand proof.

Pissenlit has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who allows 4 drops of their heart blood to fall upon a dandelion every Tuesday at dusk. This inflicts 4 EN damage on the caster, which may be cured back in the normal way. If this rite is not performed, Pissenlit is allowed to resist the magic that binds him, (25% chance). If he succeeds, he will instantly vanish back to the Abyss.

Adventure Season Plane of Origin GM
War-Wolves Autumn 816 Sparlainth px50 Jim Arona 021 076 9376


Lore

Abilities