Turf's Award
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Award
Turf has spent 10 weeks on adventure and may advance Talents by 10 Ranks. By virtue of the magicks of the Bishop's library, he has 20 normal weeks of training which can be spent on the acquisition of 'knowledge'. Skills affected are Alchemy, Astrology, Mechanician, Philosopher or Herbalist. Training in these Skills is compatible with training in magic in this particular place.
Salvage: 8,782sp
Less Guild Tax: -4965sp
Experience: 20,521
Consumables
Potions
Greater Healing Potion
This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour.
If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp
Potion of Protection vs Spells
This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points of spell damage from any source each Pulse. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 30 minutes.
Valuation: 6,500sp
Potion of Protection vs the Unholy
This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points of damage from any source that is unholy each Pulse. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 22 minutes.
Valuation: 6,500sp
Wolves Blood
Rank 10 Herbalism
This unusually large draught weighs 12 oz, requires a Pulse to Prepare and a Pulse to drink.
The effects lasts for D10 + 10 minutes if the imbiber is size 8 or greater, otherwise D10 + 10 Pulses. For that period, the imbiber's Strike Checks are modified according to the following table:
Result | Effect |
---|---|
Fumble | Miss |
Miss | Hit |
Hit | Blow directly to EN |
Blow directly to EN | Possible Spec. Griev. Inj. |
Possible Spec. Griev. Inj. | Possible Spec. Griev. Inj. x 2 |
Two Possible Specific Grievous Injuries may be inflicted unless the DM rules such a resolution makes no sense.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Formerly living | Blood/Wolf | 8,000sp | ![]() |
Wolves Blood
Rank 10 Herbalism
This unusually large draught weighs 12 oz, requires a Pulse to Prepare and a Pulse to drink.
The effects lasts for D10 + 10 minutes if the imbiber is size 8 or greater, otherwise D10 + 10 Pulses. For that period, the imbiber's Strike Checks are modified according to the following table:
Result | Effect |
---|---|
Fumble | Miss |
Miss | Hit |
Hit | Blow directly to EN |
Blow directly to EN | Possible Spec. Griev. Inj. |
Possible Spec. Griev. Inj. | Possible Spec. Griev. Inj. x 2 |
Two Possible Specific Grievous Injuries may be inflicted unless the DM rules such a resolution makes no sense.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Formerly living | Blood/Wolf | 8,000sp | ![]() |
Potion of Powerful Restoration

Rank 10 Alchemy
The potion has one of two possible effects:
- If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one.
- If the imbiber is alive but has taken harm, then it will restore ALL deficit to EN and FT, but permanently reduce their maximum FT by one. It will not cure EN lost to Specific Grievous injuries or Afflictions.
The FT may be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Previously living | Enhancement | 15,000sp | ![]() |
Scrolls
E&E Scroll
Charisma
Chance: 72%
Effects:The target of this spell's personal charisma is increased. In general, most sentient entities who do not resist versus Special Knowledge E&E magic will tend to believe whatever the target says, so long as it is not obviously untrue or ridiculous. Even in cases where the target is not believed, people will believe that it is an honestly-held conviction.
Anyone under the effect of Charisma increases the effectiveness of their magic by reducing Magic Resistance by 5 for every 5 Ranks. This penalty only applies to magic that attacks the personality; Charming, Fear, Binding Wills, Hypnotism, Compelling Obedience, Control Entity, Mass Fear.
Control Person or Control Animal do not benefit from this magic.
Valuation: 5,000sp
Ice Scroll
Resist Cold
Chance: 79%
Effects:The reader may cast this spell upon a single target by touching them. It protects the target from the effects of cold temperature by increasing the Gauge by 4, up to a maximum of Gauge 7 (Comfortable). It will totally protect the target from the effects of Hypothermia. In addition, the target suffers 5 less damage due to magical or non-magical cold based attacks. The effects will last for 13 hours.
Resist Cold
Chance: 79%
Effects:The reader may cast this spell upon a single target by touching them. It protects the target from the effects of cold temperature by increasing the Gauge by 4, up to a maximum of Gauge 7 (Comfortable). It will totally protect the target from the effects of Hypothermia. In addition, the target suffers 5 less damage due to magical or non-magical cold based attacks. The effects will last for 13 hours.
Valuation: 2,500sp
Jasonite Scroll
Protection vs Chaos
Range: 180 ft
Duration: 6 1/2 hrs
Cast Chance: 78%
Effects: Triggering this spell creates an invisible Circle of Protection
with a radius of 30 feet which
will not willingly be crossed by any creature of Chaos unless they successfully resist the circle’s effects upon first encountering it.
Even if the Circle’s effects are resisted, the creature will be discomforted while
within the Circle, and will have their Strike Chances
reduced by 10. If the circle is seen with the use of Witchsight, it will appear as a glowing red and black circle,
similar to a shadow-threaded ring of fire.
Summon Enchanted Creature
Range: 17 miles
Duration: Immediate
Cast Chance: 78%
Effects:Triggering the spell summons 3 enchanted fantastical
creatures.
Only creatures that are native to the area may be summoned. It will take them D10 - 3 minutes, minimum 1 minute, to arrive and they will be uncontrolled when they do arrive. If more than 1 creature is summoned, all must be of the same type.
Valuation: 7,500sp
Invested Gems
These gems have the listed Base Chance. It is modified by the user's Enchantment, not the investor's. A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.
Black Sapphire
Gem Valuation: 3,200sp
Steganography Rk 10 BC 50%
Duration: Immediate
Target: Writing
Effects:The target of this spell becomes a medium for a concealed text. The amount of writing required to conceal the text must be at least 5 times greater(E.g. 5 lines required for a single line of secret message).
The concealed text will be obvious to a named addressee, although to no other. If a Ritual of Divination of Rank 10 or higher is performed upon the text, this concealment will be penetrated.
Rune Curse - Illiteracy Rk 19 BC 72% MA: 23
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Magical | Meta-magic | 11,200sp | ![]() |
Weapons
Silver Talons

This pair of silver talons weigh 2 oz. They may be attached to a crow, hawk or owl. A creature wearing these talons increases their Damage Modifier for claws by 2 and they inflict damage on creatures that require magic or silver weapons to hit. Any Adept who casts Spectral Weapon on the talons expends a single Pass Action, not a Prepare Action and a Cast Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Sin | 4,500sp | ![]() |
Wicked

This dagger weighs 10 oz. The Base Strike Chance is 65%, the base damage is D+3 and it delivers A & B Class injuries. The chance of inflicting a possible Specific Grievous Injury is 10% of the modified Strike Chance, and the chance of inflicting a strike directly to EN is 20%.
If a strike is made from surprise, an extra 5 is subtracted from the die roll, an extra 5 is added to the damage. In this circumstance, if the roll is 10% of SC or less, 2D10 are rolled and summed to determine the Specific Grievous Injury. If the surprise attack is delivered from a rear hex, Assassin bonuses will stack.
If this weapon delivers the killing blow, the victim will not be a legal target for the Healer ability, Resurrection.
This weapon will not benefit from weapon spells.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | The Turning Wheel | 25,000sp | ![]() |
Hammer of Thunderbolts

This warhammer weighs 4 lbs. The base Strike Chance is 75% and the damage is 2 rollup D10. In addition, 4 points of the opponent's armour is ignored. The hammer may be thrown at a target up to 12 hexes away, but in this case, the damage is D+3. However, if the hammer hits, everyone that shares a megahex with the target is affected by a Rank 12 Thunderclap (D+7 damage,. resist vs Air SK for half damage). The hammer returns to the wielder at the end of the Pulse, and is automatically Prepared.
If the weapon is wielded by a dwarf, and a giant or giant-like creature is struck, then the target must roll under EN x 1. If the roll is failed, they collapse, their EN is reduced to -1. This function is only applied when the weapon is thrown.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Previously living | Thunder | 18,250sp | ![]() |
Armour
Copper Scroll: Pattern of a Namer's Bracer

This copper scroll contains instructions on how to enchant a bracer for the left forearm. It will take a Rank 6 Artisan Leatherworker or a Rank 4 Armourer six days to make a bracer sufficient to the task. The bracer will weigh 1 ½ lbs, and the craftsman will charge 800sp for their time.
Once it is crafted, the rite inscribed on the scroll must be performed on a Sunday, and 4,000 sp of exotic alchemical ingredients used in the process. The rite is so taxing that no other activity is allowed.
Once empowered, the bracer has the following functions:
- Spell rack - In addition, if it is worn by a Namer, then it allows them to learn the General Knowledge spells of the College of Necromantic Conjurations.
- Allows the wearer to benefit from an extra counterspell if it is cast upon the bracer.
The spells must be embedded into the matrices of the spell rack by means of Ritual Spell Preparation before the wielder can cast them. They attract no constraints unless associated with a special incantation. This means that casting one of these spells will not unrack it, unless, as noted, it has been associated with an incantation.
They behave in all ways as Special Knowledge spells of the College of Naming Incantations.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Immortal Longings | Spring 810 | Tanuel | Magical | Naming Incantations | 25,000sp | ![]() |
Jewellery
Miscellaneous
Crystal Eye of Counterspells

This crystal eye is about 2 centimetres long and has no encumbering weight.
To empower it, a Ritual of Creating Crystal of Vision as well as a Ritually Prepared spell of True Seeing must be cast upon the eye at the same time. If successful, once a day, for a period of 5 (+ Rank in Creating a Crystal of Vision) minutes, the eye gives the viewer the ability to See Counterspells cast upon a surface. Counterspells of different colleges and bodies of knowledge have differing colours and textures, and with time these can be identified.
The Rank of the True Seeing is the same as the Ritual of Creating Vision, range being calculated at 10 ft (+5 per 2 Ranks in True Seeing at the time of casting).
The effect lasts for 5 (+ Rank in Creating a Crystal of Vision) minutes. Range and duration may be increased by subsequent castings of these rituals.
The eye may be configured in one of three ways:
- Inserted into an eye socket
- which will require the arts of a Rank 10 Healer, who will charge 15,000sp for their labours. In addition, they lose 1 EN in the process, which may be bought back in the usual way. It requires a Free Act to trigger the See Counterspell effect.
- Made into a monocle
- which will require the arts of a Rank 7 Mechanician (optics) who will charge 8,000sp for their labours. If the monocle is Prepared, i.e. the monocle is actually worn over the eye, it requires a Pass Action to trigger the See Counterspell effect.
- Made into a quizzing glass
- which will require the arts of a Rank 5 Jeweler who will charge 1,500sp for their labours. The quizzing glass must be Prepared and then a Cast Action used to trigger the See Counterspell effect. The See Counterspell effect ends if the glass is taken away from the viewer's eye, so effectively, one of the viewer's hands will be occupied holding the glass.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Spring 811 | Nualis | Magical | Divination | 14,025sp | ![]() |
Allies
Lore
Copper Scroll: Plans for a House of Life

These plans show how to make a building containing resurrection chambers. All building must be completed within three months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:
- The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
- Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
- Obviously, the resurrectee's itemry will be lost unless other means supervene.
- In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
- The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
- For example
- if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.
If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Nualis | Magical | Resurrection | Quest | ![]() |
Abilities
Turf's Flashing Eye

Turf's other eye now flashes with a warming light.
This allows him to cast a spell of Charming as if he were a member of the College of Ensorcelments & Enchantments, except Turf must have a line of sight to the target. Magic that allows targeting without a line of sight will not be effective with this spell. If he is talking with a target for a minute or more, then he may include the Prepare and Cast Actions in his conversation and this, usually, does not cause any particular alarm. Finally, the spell is considered in all ways to be a Special Knowledge spell of the College of Naming Incantations.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
Brides of Blackrod | Autumn 811 | Charm | Naming Incantations | Quest |
Name Change-Alias
Name: Alias
Spell: Name Change
Effects: This incantation of the spell lets the Adept appear to have a different Generic True Name (not their Individual True Name). This in no way provides them with any special properties, and, in fact, they are no different to how they have always been perceived. A Detect Aura that returns a GTN of 'cornish hen' will not likely deceive anyone into thinking that the Adept is actually a cornish hen.
This may allow the Adept to avoid the workings of wards and similar magic, if the Adept is cunning enough, since their GTN may no longer match the targeting conditions of the ward.
The working of this incantation is illusory in nature, so the duration of the spell is 10 minutes (+10 minutes per Rank).
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.