A Walk in the Black Forest: Treasure
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Consumables
Grenadoes
Amorphous Water Balloons
This small sack is woven from glass and magically kept in a hyperfluid 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.
Amulets
Trumps
Sticks
Potions
Potion of Greater Healing x 15
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | Tanuel | Formerly living | Healing | 5,000sp |
Counterspell Potion x 3
This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
If a Namer takes this potion, their counterspells apply against a Branch of magic rather than a specific College, but the bonus to MR is divided by 3. Counterspells can still be used to banish, dispell, dissipate or prevent Casting, but in this case, the College and body of Knowledge counterspell must be specifically nominated by the Adept.
If a non-Namer Adept takes this potion, then they can cast their Counterspells without Preparing them.
If a non-Adept takes this potion, they increase their MR versus all College magic by 10.
This potion lasts 8 hours.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | Alusia | Magical | Naming Incantations | 4,000sp |
Phial of Poison Inversion x 6
This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | Sparlainth | Magical | Poison | 6,000sp |
Potion of Pentecost

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next Solstice or Equninox, whichever comes first, or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
| Black Forest | Summer 815 | Lands of Chaos | Magical | Communication | 5,000sp |
Sanctuary
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
It will only work for an imbiber who has an honourable reputation.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while the imbiber is not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | Nualis | Magical | Benediction | 2,000sp |
Poisons
Blade Venom of the Marsh Cobra x 3
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a blade, arrow or bolt with it. The effect of this blade venom is to halve the PS, MD, AG and EN value of the victim on a blow that inflicts damage to EN. The process is gradual, taking about half an hour, and is not resistable. It will take at least an hour for the victim's body to fight off the toxins, at which time they must roll under 3 x their base EN to recover. This will take about half an hour or so.
If the EN check is not made, then they must wait until dawn the following day to attempt to recover. However, their chance is now 3 x (EN/2). If this fails, they lose 1 EN point, and can only attempt to recover on the following dawn, the chance being 3 x ((EN-1)/2), and so on until they recover or die.
If the victim is gathered while the venom is still in their body, and the blood from their heart poured out, then a special property may be extracted therefrom. On most occasions, this ichor will be congruent with some or all of their Aspect, either the Season Stars or Elemental parts, or entirely if Lunar, Solar, Death or Life Aspected.
Rich experiences of life increase these properties. A non-adventuring mortal would only have 1 such quality, a beginning adventurer about 3, a medium level adventurer as much as 15, a high level adventurer would return more, even, than this.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Sparlainth | Formerly living | Serpent | 3,000sp |
Bullet Venom x 4
This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | New Terra | Weird Science | Fractals | 2,000sp |
Invested Gems
Other Invested Items
Raygun of Cold x 4
This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder's MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.
The weapon can be swung like a light war hammer or military pick at the wielder's discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.
The weapon may be reloaded by using a Pass Action and an Amorphous Water Balloon
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Winter 815 | New Terra | None | Weird Science |
Nazi Zombie Retro-Virus
This ampoule contains a blue fluid which, when DAed, has an aura strength of formerly living and is a legal target for the Animation of the Dead spell.
If injected, the subject will fall ill and suffer 'flu-like symptons until they recover. Each day they are ill they may roll their EN or less, success indicating recovery. Each day they fail, their EN is reduced by 1. The attentions of a Healer or physician but not a barber, allow the subject to subtract 10 from the die roll result.
Any survivor of the illness is immune to the effects of the Nazi Zombie virus.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Winter 815 | New Terra | Formerly living | Weird Science |
Crystals
Charms
Pureheart Charm

This scrap of parchment weighs ¼ lb and contains three charges of the Pureheart Charm. It does not need to be read out, in fact the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home.
When the charm is spoken aloud, the number of charges is reduced by 1 wherever they are, and it may not be uttered again until after the next dawn. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'My strength is as the strength of ten because my heart is pure!'
It will not work for anyone whose heart could not be reasonably considered pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.
Weapons
Dusk Blades & Sheath
This scaled leather sheath contains three Dusk Blades and the entire thing weighs 1 lb. These Dusk Blades are daggers but may only be thrown, and have the following properties:
- The blades never lodge in a wound, although they may be envenomed, and fade once they have inflicted their damage
- Three attacks may be made on the same or different targets in the same Pulse without penalty
- If worn on a bandolier or the like (i.e. in an obvious, easily accessible place) they need not be Prepared before being used.
- The base Strike Chance is 57%
- The base Damage Modifier is D10 + 1. However, if a non-prime number is rolled on the damage die, it is doubled.
- They are treated as missile weapons, not thrown, for the purposes of calculating range penalties
- Blows directly affecting EN are inflicted on 20% of the modified Strike Chance, Specific Grievous Injuries on 10%
- They are A Class weapons, but if a Specific Grievious Injury is checked for, any result that ends in a 3 is considered to be 13
- The blades return to the sheath on the occasion of the next dusk
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | Nualis | Magical | Dusk | 8,000sp |
Armour
Transuranian Fur Coat x 3

This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Uranus | Living non-sentient | Disguise | 12,000sp |
Snakeskin Leather Jacket
This light leather jacket is sized for a human and weighs 3 lbs. It provides 7 points of Protection and 3 Spell Armour.
A point of Damage Reduction may be bought for the jacket by sacrificing a point of EN to it. This may be increased once per season or adventure, whichever is less, by sacrificing double the amount of EN previously spent. This EN may be bought back in the usual way.
The scales absorb ambient sound and has minor colour shifting properties, increasing the amount of benefit the wearer gains from Stealth by 7 per Rank as opposed to 5.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Black Forest | Summer 815 | New Terra | Magical | Serpent | 13,000sp |
Miscellaneous
Tranuranian Belt
This belt weighs 5 lbs and is made from five 5 inch by 2 inch sections of toughened pale blue transparent glass, joined by dark green opaque links of toughened glass.
If the wearer spends 1 FT, this belt reduces their weight down to 1/3rd, 90 lbs becomes 30 lbs, etc. This effect lasts for 10 minutes, and can be renewed as long as the wearer pays the FT cost.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Uranus | Magical | Force | 8,000sp |
Crown of Mentacles

This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
- +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
- Telekinesis costs 1 less FT to cast.
- 5 is subtracted from the die roll when casting Disruption.
- Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
- Force Shield gains an extra point of Defence for every two Ranks.
- Mentacles
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
- By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
- The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
- If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
- Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
- Example
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Uranus | Formerly living | Telekinesis | 30,000sp |
Severe
This is a mail gauntlet for the left hand made of truesilvered orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
The Individual True Name of this gauntlet is Severe, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell.
- While the spell is active on Severe, then the wielder may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:
| Rank | Wielder is | Pass Actions |
|---|---|---|
| 0 - 3 | active | 1 |
| 4 & 5 | active | 2 |
| 6 & 7 | stunned, dazed etc | 2 |
| 8 - 11 | stunned, dazed etc | 3 |
| 12 | stunned, dazed etc | 4 |
| 13 - 15 | unconscious | 4 |
| 16 - 19 | unconscious | 5 |
| 20 | dead | 5 |
- The wielder's PS and MD are raised by 6 for the left hand only.
- As a cestus, the base Strike Chance is 67%. It inflicts D10 + 4 damage, but any roll of a non-prime number is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal and always impolite.
- Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.
- The wearer may determine by touch whether an object or entity is not native to the present realm, of if a place is a dimensional portal, middlemarch or similar. They must Break 100 -> MD + PC. Only one such attempt is allowed per place, object or entity.
- The wearer may Prepare and Cast the Banishment spell as a single Pass Action. Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
- A distant bell will toll on these occasions.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | New Terra | Magical | Spite Crafting | 25,000sp |
Crane Embroidery
This circular, 20 cm wide patch of a crane embroidered in white and red on a black background must be sewn onto the back of a silk over-robe or kimono of any colour except yellow. This may be worn over metal armour. It is a legal target for the Ritual of Enchantment. Instead of Black Myrrh, however, lotus oil costing 200 sp per Rank must be burnt.
For the duration of the Ritual, if the wearer is a woman, receives the following benefits:
- Once per day they may transform into a crane for a period of 1/2 an hour (+ 1/2 an hour / Rank of the Ritual):
- Description
- This crane stands 5ft 2in tall, weighs 10 kgs and has a wingspan of 8 feet. It requires an area at least 10 feet wide to fly, and a space this close will require Flying checks.
- Movement Rates
- Flying: 475
| PS: | 10 | MD: | 16 | AG: | 17 | MA: | Adept | EN: | 8 | FT: | Adept |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | Adept | PC: | Adept | PB: | 11 | TMR: | 9 | NA: | Feathers absorb 1Â DP | ||
- Weapons
- Cranes can attack only in Close Combat with their long beak (BCÂ 40%, D10-3 damage).
- Flight properties
- At heights in excess of 13 metres, crane's movement rate increases to 30 mph and they can climb at an angle of 30°. However, this is taxing and costs 1 FT every 20 minutes.
- Gliding is not taxing. The glide ratio is 16:1 and the movement rate 30 mph (+2 mph / Rank in the Adventuring Skill, Gliding).
- Flight ceiling is 6,000 metres
- The wearer receives a 10 point bonus to any activity involving dancing.
- Once per season, they may determine whether or not a couple are truly in love.
- They may bless those truly in love so that they may modify the die roll result of an Action they take in support of each other by the Rank of this Ritual. This lasts for 1 (+ 1 per 10 full Ranks in the Ritual) Actions. The wearer is awarded a Fidelity point by the DM in such circumstances.
- They may modify the die result of a "Luck" roll by the Rank / 2 of the Ritual. This costs a Fidelity point.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | New Terra | Formerly living | Chrysanthemum | sp |
Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Lands of Chaos | Formerly living | Spell Storage | 10,000sp |
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 |
| Black Forest | Summer 815 | Lands of Chaos | Magical | Spell Storage | 5,000sp |
Spell Racks
Jewellery
Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the wearer with 11 pentagonal planes of protection that float around them on all sides. Each pentagon is inscribed with magical glyphs along the edges. A pentagon will appear and protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs most kinds of magical damage, 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.
If the wearer has some similar means of protection, then the greatest protection will apply.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Tanuel | Magical | Protection | 15,000sp |
Equestrian Brooch
This amulet appears as a simple intaglio brooch made of jasper and brass. It is well - made with an apparent value of 50 sp. When used to pin a cloak to the bearer's right chest, it has the following properties:
- The bearer subtracts 10 from the result of any attempt to ride a mount
- The bearer is always considered to mounted for the purposes of determining their TMR. A bearer who does not have sufficient Rank in Horsemanship to wield weapons or Cast spells, then they receive no benefit from the amulet.
The amulet provides not advantage if the wearer is flying.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | Nualis | Magical | Protection | 8,750sp |
Allies
Zygote
Zygote is a care-free and happy testicle who likes nothing more than to hang out with his friends. He enjoys colourful surroundings and breezy, tropical climes and any opportunity to meet other organs of generation in a variety of convivial exchanges.
He wears a jaunty hat and carries a small bronze swagger stick which he twirls across the fingers of his left hand from time to time. Although his dexterity is not the greatest, he never drops it.
Zygote gives Boris the following abilities:
- Increased virility - Boris increases his virility by 50, and may generate issue with women of any player character race except Elves.
- Resistance to vertigo - Boris applies a 10 point modifier in his favour whenever he may be disoriented by being swung around or hung upside down.
Unfortunately, not everyone finds encountering Zygote all that pleasant, and this has repercussions when procuring entertainment from people who rent their passion, and they will charge a minimum of 50% more than the going rate.
For each child that is born from Boris' endeavours, then he may store a single charge that will regenerate 1 EN per Pulse for 6 Pulses. This does not stack or queue. Another Regenerative Charge will only be awarded after the current one is used.
Finally, Boris may combine a Pass Action with any other Action (including a Pass Action). This ability may not be used again until 24 hours have elapsed.
Lore
Adventuring Skill: Gliding
Exp. Mult: 125
This is the skill of performing aerial manoeuvres using gliding. As a rule, aerial combat is difficult.
A character may always take off, glide, or land in an appropriate manner and reasonable conditions, and under such circumstances no roll is necessary.
Note that landing appropriately is not precise. The success chance to perform a complex aerial manoeuvre with precision is (3 x AG + 10 x Rank). This base chance may be modified by the following:
- 0 to -50 Environmental conditions.
- +10 to -50 Type of flight used.
- 0 to -m/hr Speed.
Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage.
As a rule of thumb, an airborne clothed humanoid who falls through the air drops 350ft in the first pulse, 650ft in the second, and 1000ft in each subsequent pulse.
Note that a speed of one mile per hour is equal to 30 yards per minute in the chase sequence and 1.5 hexes per pulse in combat.
Special Abilities
Discriminating Sense of Taste & Smell
Experience Multiple: 150
Base Chance: PC + 3 * Rank
Effects:Yuko's sense of smell and taste is enhanced so that the can distinguish smells & tastes that are food, drink or kitchen-related.
In particular:
- she may detect poison in food, drink or borne in the air, but not contact poisons or blade venoms and the like
- the smell of burning will always rouse her from natural sleep (no die roll needed)
- she can tell at a sniff if a kitchen is hygienic (no die roll needed)
| Adventure | Season | Nature of Magic | Value | GM |
| Black Forest | Summer 815 | Meta-magic | Quest |
Telekinesis - Triple Strength
Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
| Adventure | Season | Nature of Magic | Value | GM |
| Black Forest | Summer 815 | Meta-magic | Quest |