Where Angels Fear to Tread:Grendel's Loot: Difference between revisions
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Experience Multiple: 300<br> | Experience Multiple: 300<br> | ||
Storage: Potion<br> | Storage: Potion<br> | ||
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a "bad | Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation. <br> | ||
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).<br> | This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).<br> | ||
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted <u>once per pulse</u>. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.<br> | In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted <u>once per pulse</u>. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.<br> |
Revision as of 19:51, 8 February 2024
Consumables
Tincture of Aconite and Passionflower x 5
This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. 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 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draught is 10.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Formerly living | Beautification | 200sp | ![]() |
Healing Potion x 2
This potion is contained in a fragile container for quick use. It weighs 4oz.
When drunk, it will heal D-2 EN damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Tronim | 300sp | ![]() |
Salve of Restore Life

This heavy flask contains a herbal salve. It takes a pulse to prepare it and a pulse or more to apply it. It weighs 4oz.
When applied, it will Resurrect the Dead as if the person using the salve were a Rank 13 Healer.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Tronim | 10,000sp | ![]() |
Potion of Enhanced Vision Rk 20

This potion of Rank 20 Enhanced Vision weighs 4oz, and is kept in a sturdy phial. It takes a pulse to prepare it and a pulse to drink it.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Seventh Plane | Magical | Illusion | 4,000sp | ![]() |
The Consummation of Fire and Water
Rank 9 Alchemy
The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses.
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through
- ¼ inch of metal or stone per pulse.
- 1 inch of wood, bone or similar material per pulse.
- 1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Disintegration | 13,000sp | ![]() |
Dragon's Teeth x 21

Each of these teeth weigh an oz and there are 64 of them. 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: | 5 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Broadsword | 39 | 100% | +6 | B class | M | 6 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | The Ruins of the Sphinx | Formerly living | Calling | 500sp each | ![]() |
Time Gem

This gem, when crushed, will extend the duration of the current day so that it lasts sixty-four times longer. As many as sixty-three days (nine weeks) may be experienced over that period. This effect only applies to whoever crushes the gem, and only while they remain within fifteen feet of the point of the gem's destruction. The user is well-advised to have sufficient food and water within range.
The effect dissipates if they leave the volume of effect.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tintagel | Magical | Time Dilation | 5,000sp | ![]() |
50 lbs of Invisible Water

This bottle contains Invisible Water. Anything that can hold wetness may be covered in the stuff and is treated as if under the effects of a Rank 20 Invisibility spell. Metals, ceramics and glasses do not hold wetness. Some stone, and any other material that the DM so rules, may not hold wetness, as well.
The Invisibility effect lasts until the object dries, whereupon it will fade into view. This usually takes about twenty-five minutes, but will vary depending on humidity and temperature. Heads will appear first, followed by other areas of exposed skin. Clothing tends to dry last, encouraging the use of underwear in the modest. It takes about two pints to cover a human or elf-sized creature, six pints to cover a giant, 1 1/2 pints to cover a dwarf and 1 pint to cover a hobbit. Each pint will weigh about 1 lb once it has been bottled.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Sands of Time | Magical | Refraction | 1,000sp/lb | ![]() |
A Lie
This is the abstract property of 'Lies'. Amongst other things, if it used while telling a lie, those who hear it will believe it to be true until or unless circumstances reveal it to be a deception.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Seventh Plane | Formerly living | Gate | 500sp | ![]() |
Allies
Deuteronymy
Deuteronymy is a grumpy old cat with long white fur who has seen better days. When he is alive, he is incredibly lucky and for all practical purposes cannot be targeted by anything that might do him harm. In the special case where he is trapped in a box with poisoned food, then there is a 50/50 chance he will survive the encounter.
When he is happy, he provides two special abilities for his owner:
Mastermind's Foresight - Deuteronymy's owner is lucky with respect to administering any involved or complicated master plan. When there is some question as to whether a schedule will be adhered to, a deadline met or that an instruction might have been misunderstood, then the DM is expected to give the owner the 'benefit of the doubt'.
Lives of the Cat - If the owner should die, they can choose to pass this on to Deuteronymy who will expire immediately. The owner will resurrect fully healed one Pulse later, although their EN value will be permanently reduced by one. They can buy this EN reduction back in the usual way.
Deuteronymy, himself, is a legal target for Resurrection for as long as he has lives remaining. In fact, Healer's experience a subtraction of 30 from the die roll when they attempt to resurrect him, making it easier. Each attempt reduces the owner's EN value by one. Again, this can be bought back in the usual way.
- Lives Remaining
3 | 2 | 1 |
- Things that make Deuteronymy happy
- Being carried. He detests walking.
- Sleeping.
- Being stroked.
- He prefers to dine on the more delicate cuts of failed henchmen. They don't necessarily have to be dead to provide this nutrition.
- Although he is sadly deprived of any ability to father the next generation, he takes a malicious pride in expressing his masculinity by spraying at every opportunity his bladder provides.
In general, the owner must spend an hour each day stroking Deuteronymy and generally keeping on his good side.
His stats are included for completeness sake but since he doesn't actually do anything, or ever suffer any harm, they are not expected to be required.
PS: | 3 | MD: | 19 | AG: | 20 | MA: | None | EN: | 4 | FT: | 8 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 9 | PC: | 18 | PB: | 9 | TMR: | 9 | NA: | None |
The owner of Deuteronymy is someone who manages to keep him happy for a season.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Reich | Living non-sentient | Luck | 6,000sp | ![]() |
Items
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Spell storage | 5,000sp | ![]() |
Uranic Mind of Fire
The edges of this hollow tetrahedron are formed from an odd silver metal which is bound by orichalcum balls at each apex. Unusual blood fills the centre and it is vaguely alive in some way. Each edge is about 15 cms long, and it weighs 14oz.
By casting the Ritual of Binding Wills, the bearer may Bind Fire as if they were a member of the College of Fire Magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Transurania | Magical | Binding | 8,000sp | ![]() |
The Staunch Ring

This red ring weighs about 2 oz. Its magic only becomes effective if it is worn on the thumb of the left hand. Whoever wears it for at least a month can increase their EN by +2 and their WP by +2. This will not exceed racial maximums. They gain one point of Natural Armour out of being just generally hard, and suffer one less DP per bleeder. If they take it off for longer than a day, it will take another month before they can expect to recover the bonus to EN and WP.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Land of Chaos | Magical | Blood Tides | 10,000sp | ![]() |
Cape of Protection

This green cape weighs about 24oz. The wearer increases their Defence by 10, and subtracts 10 from the die roll whenever they attempt resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Protection | 11,000sp | ![]() |
Dragon Scale Shield

This shield was made from the folded rhomboid scale found in the head of a sand dragon. It is about 2 feet long by about 18 inches wide. It is very light and very strong.
At a cost of 12,000 sp and requiring the arts of a Rank 9 Armourer or Lindener, it has been made into a shield with the following properties:
- It weighs 5 lbs, penalises MD by 2 and provides 5 points of Defence per Rank in Shield.
- It is a legal target for an Armour of Earth spell. This magic does not add to Defence, however, any Grievous Blow to the target will dissipate the spell. In that case, however, the specific grievous injury will not be applied to the target.
- If the shield is cloven or damaged such that at least half of it remains, a Trollskin spell may be cast over it taking at least 10 hours of Ritual Spell Preparation. This will restore the shield.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Sand Dragon | 18,000sp | ![]() |
Sand Dragon's Eye

The eye weighs about 27 lbs and is 9 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, regardless of any refinements the Enchanter may have. With one exception: The owner may cast a Mind Speech spell through the eye 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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Sand Dragon | 19,250sp | ![]() |
Seraph's Wing Carpet

This carpet is made from a seraph's wing. It is about a metre and a half wide by 2 metres long, weighing about 12 lbs. It required the skills of an Artificer of Rank 8, or an Adept of the College of Binding and Animating Magics who is or co-operated with an Artisan Weaver of Rank 8. It cost 8,000 sp to have made.
The Adept must sit upon the carpet when they Purify. When they complete the Ritual, the carpet itself will disappear (and no longer count against their encumbrance). If they have at least 3 hours duration remaining on their Purification, they may activate the carpet. From this point on, their feet will be surrounded by an iridescent blue-green nimbus and they will leave faintly glowing footprints of their passing, the glow fading after a minute or so. Activating the carpet requires a Magical Pass Action, a point of FT and 3 hours of the duration of the Adept's Purification. While they continue to spend 3 hours of duration and 1 point of FT, they may 'tread the path of a seraph' for an hour at a time.
By adjusting their relationship with the plane they are on and those adjacent to it, the Adept may increase their TMR +1 per 5 Ranks in Purification. This will not stack with any other TMR enhancement. They may increase their movement rate to 440 yards (15 miles/hour), plus 30 yards (1 mile/hour) per Rank in Purification.
By continuously folding themselves into and out of a vaguely two-dimensional form, they may walk on air. They must advance along their narrowest axis, and this has the following implications:
- They may rise no more than one hex for every two that they travel horizontally (30 degree rate of climb). They can descend one hex for every hex traveled horizontally (45 degree rate of descent).
- While folding, the Adept's field of view is much more planar. In general, it means that they have difficulty seeing things above or below them (or to the left or right if they turn their head) which are less than seven hexes away.
- They are much more fragile whilst folding. If there is a chance that they will be snagged by a terrain feature, then a Strike Check (Strike Chance - Folding Chance) should be made. If this is successful, the obstruction is avoided but may still cause harm as a result of the stresses involved in getting out of harm's way. The damage from being snagged is a function of speed, according to this formula: Damage = 3 x √(Adept's speed in miles per hour). The effects of being snagged or struck are resolved in the following way. Misses are considered FT blows, successful strikes are considered hits directly to EN. Hits directly to EN are considered possible Specific Grievous Injuries. If the Check falls in the range of a possible Specific Grievous Injury, two rolls are made. Damage is only applied if a B class Specific Grievous Injury is rolled. The Adept ignores all damage if the roll(s) fall in the range for A or C class injuries.
- The Adept's form folds through planes that reduce their ability to avoid damage from heat or cold, and increases it versus lightning and electrical effects, as well as magic that attacks their internal structure, like Necrosis, Disruption, Hand of Death, etc. Thus, they may completely avoid harm from this kind magic on a successful MR check. However, their MR versus magic that heats, burns, freezes or chills is halved and the damage is doubled. Where Magic Resistance is reduced by the magic (e.g. minus 20 MR as a result of a triple effect), the halving occurs before the subtraction.
Although this form of movement might reasonably be called Flight, it does not benefit from the Adventuring Skill: Flying. The Adept, instead, must advance a new Adventuring Skill Folding: Experience Multiple: 125, Base Chance: WP + PC + 5 x Rank-speed in miles per hour. Each Rank in Folding increases movement rate by another 30 yards (1 mile/hour).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Firmament | Formerly living | Seraphim | 11,450sp | ![]() |
Fireangel Blade

This sword is just over seven feet long, and weighs 7 lbs. The material the blade is made from appears to be an emotion. It has an Individual True Name: Fury. The base chance is 65% and the base damage is 2 rollup D10 +1. It requires the following minimum stats to wield it: PS 15, MD 18, WP 15, and is treated as a two-handed sword.
- For every 10 points that both PS and WP are greater than 15, an extra rollup D10 is added to the damage.
- The weapon only accepts Weapon of Flames, and in this case the spell will last until the next dusk, dawn or until the weapon is sheathed.
- Whoever casts Weapon of Flames on this blade pays one less FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Firmament | Magical | Fire | 14,400sp | ![]() |
Lightning Rod

This rod weighs 3lbs, is made from orichalcum and may be wielded as a light mace. This has all of the same properties as a War Club. It may benefit from weapon spells.
The base chance is 60%, being 10 more than usual. It inflicts 2 rollup D10 damage rather than the usual Damage Modifier. Bonuses from Rank, Warrior and weapon spell are applied normally.
The haft is hollow and can hold as many scrolls of Rank 20 Lightning as the wielder has Ranks in War Club.
If a scroll is triggered, taking 10 seconds, then the Lightning Spell is stored in the rod indefinitely. When the stored Lightning Spell is released, a Cast Check is made (requiring a Magical Pass Action) and if successful, a stroke of lightning falls from the heavens upon the wielder. Everything else within one hex must resist or suffer [D + 12] damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
In the meantime, the wielder is transported into the heavens by the fulmination. One pulse later, lightning (and the wielder) will fall from the sky to a place of their choosing (taking no falling damage) within 12 hexes of their original position. Everything else within one hex must resist or suffer [D + 12] damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
Scrolls of Rank 20 Lightning Bolt
5 | 4 | 3 | 2 | 1 |
Base Chance: 90% Range: 60 feet Resist: Passive, resist for half Damage: D + 12
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Land of Chaos | Magical | Transformation | 9,450sp | ![]() |
Crystal Hypercube Spell Rack

This crystal seems to contain a redder crystal within it. It is about 9 inches across and weighs 3 lbs. It is a spell rack.
A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose.
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.
If Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.
Spell Matrices
A spell matrix takes about a month to create, in which period, the Adept may do nothing else. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with it's particular incantation. If the spell cannot be ritually cast, it cannot be racked.
Experience cost for Grendel - 8,700
Spell | Incantation | Constraints |
---|---|---|
Mind Shield | Minor Area of Effect | Unracks |
Force Shield | Damage Reduction | Unracks, reduces FT by 2 |
Warp Gate | Quick Cast | Unracks, reduces FT by 4, 3 pulse cooldown |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Meta-magic | 15,000 sp | ![]() |
Grendel's Cup of Knowledge

This gilded cup weighs 4 ounces and is made from an odd crystal.
Once a year, on Midwinter's Eve, Grendel can drink from it and gain sufficient knowledge that he may learn a Spell or Ritual from the College of Water Magics at random and that he doesn't already know. This will cost one point of EN which may be bought back in the usual way. Once he has gained the knowledge, he must set aside the time to Rank the magic to Rank 0.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Wisdom | Quest | ![]() |
Boons
Grendel has provided service to House Mal'Ebonir who are deeply grateful. No contract of assassination or intrigue will be entered into by a member of the House unless the reward is in excess of 100,000sp.
Adventure | Season | GM |
Where Angels Fear to Tread | Autumn 810 |
Abilities
Grendel's Second Sight
Range: Self
Experience Multiple: 175
Storage: Potion
Effects: Because his eyes see slightly different things, Grendel has the ability to detect spatial anomalies and dimensional flaws. If such a thing is within his field of view, and the roll is equal to or less than PC + 5 per Rank in the Talent, then Grendel can tell that such a feature exists. Generally speaking, the workings of the Talent only work over a distance of 50 ft (+10 ft per Rank) but unusually large anomolies might be evident to him even on the horizon.
Spatial anomalies are things like Deep Pockets, Maze, Itemisation and some forms of shape changing. Dimensional flaws are things like Rune Portals, Dimensional Portals, Shadow Walking, some forms of invisibility, middlemarches, wormholes and the like.
Adventure | Season | Nature of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Planar Affinity | Quest |
Sense Danger (T-3) v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Adventure | Season | Nature of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Precognitive | 12,000sp |
Force Shield-Damage Reduction

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Meta-magic | Sorceries of the Mind | Quest |
Mind Shield-Minor AoE
Name: Minor Area of Effect
Spell: Mind Shield
Effects: Mind Shield affects all legal targets within a megahex of the caster.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Meta-magic | Sorceries of the Mind | Quest |
Warp Gate-Quick Cast
Name: Quick Cast
Spell: Warp Gate
Effects: Warp Gate only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.
Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of Warp Gate for three pulses.
This incantation is not teachable.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Meta-magic | Sorceries of the Mind | Quest |
Warp Gate
Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 550
Base Chance: 1% (+ Rank in Second Sight, if known)
Resist: None
Storage: None
Target: Area
Effects: This spell allows the Adept to travel to one of their port crystals that is within range. A greyish,roiling vortex appears in front of the Adept, twisting off in the direction of the crystal, fading after about 30 feet or so.
The gate is one hex wide. The Adept can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a gate as wide as the number of hexes they occupy, although the DM can rule otherwise. Entering the gate strips all travellers of FT.
The aperture of the gate closes after Rank number of entities enter it or the Adept does, whichever comes first. The Adept can dismiss the gate at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, although the travel takes time, the distance is not actually traversed. Nevertheless, the wormhole's path must be unimpeded, it cannot pass through barriers like closed doors or windows, etc. Nor may it intersect or become adjacent to any ferrous metal.
This spell will only work in places where there is gravity or something that closely approximates it. It is not affected by the presence or absence of the Astral, the Ethereal, the demi-plane of Shadow, etc.
The Adept will need to have at least one port crystal to make use of this spell. Such a crystal is usually spindle shaped and about the length of a dagger. It will weigh about two lbs and cost 1,000 sp to buy. The points must be shod in metal, and bronze is often chosen. Ferrous metals may not be used.An Arithmetician of at least Rank 8 must have performed the appropriate calculations upon it to correct for any internal flaws. This operation taking at least a week and they will charge 8,000 sp for their labours.
At the end of this time, the Adept must sacrifice a point of WP, which they may recover by spending 5,000 Experience.
An Adept may have as many port crystals as they like.
This spell is not teachable.
Adventure | Season | Plane of Origin | Nature of Magic | College of Magic | Value | GM |
Where Angels Fear to Tread | Winter 810 | Tintagel | Teleportation | Sorceries of the Mind | Quest |
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