The Middle Way: Tegan's Award
Return to The Middle Way
Tegan arrives at House Kerberoth on the 8th of Seedtime 811 WK and has earnt:
- 10,080sp, after Guild Taxes, being 40 truesilver guineas.
- 50,036.46 Experience
She spent 38 days away from the Guild.
- she may
- advance any Talent eight Ranks.
- She has been immersed in
- Itaruvian - 4 weeks
She may include the period associated with this language as part of her training time.
Consumables
Potions
Tincture of Aconite and Passionflower
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 draughts is 8.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
The Middle Way | Spring 812 | City of Brass | Formerly living | Beautification
|
400sp | Jim Arona 021-076 9376
|
Potion of 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 but not beyond racial maximum, unless their FT cap has been removed.
- If the imbiber is alive but has taken harm, then it will restore half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. It will not cure EN lost to Specific Grievous injuries or Afflictions but will restore FT lost to exhaustion and spell casting.
The FT may be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | City of Brass | Formerly living | Enhancement | 15,000sp | Jim Arona 021 076 9376 |
Healing Potion
This potion weighs 4oz. It may be drunk without Preparing, so long as it is worn somewhere convenient outside armour or clothing (a belt, etc).
When drunk, the imbiber recovers D+5 EN lost to damage, but does not in anyway cure damage inflicted by Specific Grievous Injuries.
Scent of Good Fortune
Rank 4 Herbalism
This ampoule weighs 1 oz. It is fragile and must be crushed to release the volatile scent within. This requires a Free Act or a Pass Action at the discretion of the wearer, the effects lasting for 6 Pulses or until used.
Whoever breathes in the scent reduces the value of the "10s" die on their next percentile roll, so long as that would make the result 0. If the die cannot be reduced to 0, it has no effect at all. The die must be reduced to 0 if it can be, for example a result of "10" will become "00".
Celerity Draught
Rank 9 Herbalism
This draught weighs 4 oz. Its container is fragile and may be drunk without requiring a Prepare Action, so long as it is attached outside armour.
The effect of the draught is to double the imbiber's Initiative Value for nine Pulses. Although bonuses to Initiative from Military Scientist and Magic are not doubled, bonuses from Weapon Skill, Warrior, AG and PC are.
If the imbiber wins, they make act on their Initiative, and again, at half (rounding down) that value. If they win by more than double their opponent's Initiative, then not only do they act twice before their opponent, but they reduce their number of possible Actions in the Pulse by 1 to a minimum of 1. Special attacks like Multi-Hex Strike or Dual Strike are not affected by this.
Orange Crush
This potion weighs 4 oz, it's container is robust, even though it appears fragile, and will never be broken accidentally. It may be drunk without Preparing it, so long as it is worn outside armour (a belt, etc).
The imbiber reduces C Class damage by half for the next 8 Pulses This may include falling damage at the discretion of the DM.
Each subsequent potion will last only half as long, resetting at noon. So, the next potion will last only four Pulses, the next 2 and so on to a minimum of 1.
Elixir of Sensitivity
This potion weighs 4 oz, and must be Prepared before it is drunk.
When it is drunk, the imbiber's normal senses become powerfully enhanced for 10 minutes. The effect is to subtract 20 from any die roll where any normal sense is used. This applies to hearing, normal vision (but not Witchsight, Nightvision etc), scent, taste and touch. This supresses the Talent Resist Pain.
No other penalty is applied, except that if the imbiber is called names, abused verbally or simply given a stern look, they must Break 100 + 2 x WP, and if they fail, will sulk or burst into tears.
Elixir of Healing
This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks it gains the Healer Skill at Rank 7 for the next act of therapy. Unfortunately, they begin to see the body they are working on as a canvas and their Healing as a creative work, with consequences at the discretion of the DM, who is encouraged to be diabolical.
Every time one of these elixirs are taken, the imbiber must Break 100 + 3 x WP, or become permanently afflicted by this obssession. 10 is added to the target number for each elixir taken. If three such potions have been taken, even if years apart, then the imbiber must Break 130 + 3 x WP or become possessed of the desire to work their creative will on the bodies of their allies.
Potion of Leviathan Strength
This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.
Dust
Dust of Ages
This sachet and its contents weighs 4 oz and contains sufficient dust to fill a volume 2 hexes by 2 hexes by 2 hexes. The dust will spread to fill a volume whilst this is practical.
Anyone in the volume of effect must roll under their EN or fall immediately into a coma (reduce EN, PS, MD and AG to 0). Those that make their EN check reduce the value of their physical stats by half or 20, whichever is the least reduction.
If those in a coma are not cured of the poison, they will age at a rate such that when they have been in the coma for more than half the value of their Modified EN (before it was reduced by the dust), then they will have aged to death and may no longer be Resurrected.
Those that made their EN check age at a rage of 1 month per Pulse (a year a minute) until the poison is cured.
If the dust is enchanted by the workings of the Poison Dust Ritual, then the EN check is penalised by the Rank of the Ritual.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Uncertain | Formerly Living | Uncertain | Jim Arona 021 076 9376 |
Stone Dust
This sachet and its contents weighs 4 oz. It can be sprinkled over 6 sizes of entities, who will then be affected by its magic.
Entities affecte by the dust are entirely unaffected by magical transformations of the stone and earth. Thus, they are unaffected and may walk through areas affected by the following spells: Smoking Magma, Earth Tremor, Wall of Stone, Earth Transformation, Hands of Earth, etc.
An entity affected by this dust will not fall if the ground is Tunneled out beneath them and may, indeed, appear to walk on air. However, they remain at all times in contact with the earth. Paradoxically, they may walk into a Tunneled out space if they so desire.
Additionally, Earth Elementals may not affect them at all, parting around them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Ages | Magical | Jim Arona 021 076 9376 |
Weapons
Paired Mains Gauches
This slender pair of hilted daggers, together, weigh 1 1/4 lbs, and are considered either daggers or mains gauche at the wielder's choice.
Their base Strike Chance is 52 and they inflict 2 rollup D10 damage. They may be thrown to a range of 8 hexes and ignore range penalties. They return to the thrower in the Pulse subsequent to the one that they were thrown in, but cannot be Readied until the Pulse following. E.g. if they were thrown in Pulse 1, they return in Pulse 2, but cannot be readied until Pulse 3.
If one of the mains gauche is wielded in the left hand, then the wielder's Defence is increased by twice their Rank in Main Gauche or Dagger, and this applies against A Class Ranged weapons as well. This does not require any special Action on the part of the wielder, and they can execute other complicated activities such as Spell Casting etc.
If one of these weapons is lost or destroyed, then the other loses all of its special functions and becomes an ordinary dagger of its type.
Note: The main gauche must be in their left hand, and this prevents them from using other items in it and impedes those actions which require the use of both hands.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Nualis | Magical | Wind | Quest | Jim Arona 021 076 9376 |
Armour
Sand Dragon Armour
This leather armour is size 6, and may be fitted by the arts of a Rank 4 Armourer who can work leather, which will cost 800 sp. If the armour is to be cut down to fit someone of smaller size, then the Armourer must pay 2000sp for each size category reduced. It has been made from the foreskin of a sand dragon, who was probably not willing and likely to feel quite resentful about it.
Nevertheless, it is very elastic, and does not penalise AG or Stealth. Indeed, in a sandy environment, the wearer increases their Stealth by 15.
It has a weight factor of 2, provides 8 points of Protection, and because of the slightly spongy quality of the leather, 1 more Protection (to 9) is added vs C Class damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Formerly living | Sybarite | Jim Arona 021 076 9376 |
Jewellery
Baleful Eye Gem
This gem is about two centimetres across and encumbers as if it weighed 4 oz.
It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast this version of it.
Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye's Defence is twice the Adept's or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept's Defence or the Defence - 30, which ever is the closest to 80.
The "glances" may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell.
- Only spells that
- have a baleful effect
- target the mind, spirit, soul or personality of an entity
- do not inflict damage as part of their spell description
- do not require a gesture or utterance
- have Experience Multiples of 350 or less
may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.
Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.
The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name.
- Casting from the gem requires
- a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse.
- a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard's Eye sufficient, unless the gem is co-present with the sensor.
- Example
Allowed | Disallowed | Reason |
---|---|---|
Charming | Mockery | Requires utterance |
Compel Speech | Confusion of Tongues | Area of Effect |
Enchanted Sleep | Bolt of Energy | Inflicts damage |
Slowness | Quickness | Not baleful |
Hallucination | Flash of Light | Targets the Adept |
Hypnotism* | Control Person/Animal | Requires concentration |
Mental Attack | Mass Fear | Area of Effect, exceeds Exp. Mult. |
Lesser Enchantment** | Damnum Magnatum | Exceeds Exp. Mult. |
Fear | Torment | Inflicts damage, requires gesture |
Rune Curse*** | Trapping Spirits | Requires drawing |
Damnum Minatum | Levitation | Targets the body |
Harming Entity | ||
Creating Plague |
* Concentration spells are not allowed, however when cast as a "glance", Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible.
** Used only to curse.
*** Only if the Curse Rune is inscribed on the Adept's Runewand.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Nualis | Formerly Living | Eye of Discord | 9,000 sp | Jim Arona 021 076 9376 |
Petroglyph Brooch
This stone brooch weighs 4 oz and must be weighed on the upper right arm to be effective.
It provides +3 Defence, +2 Magic Resistance, stackable with an Amulet of Luck, only.
Miscellaneous
The Tome and the Enchiridion
This tome is covered in fair wood and the leaves are made from heavy sheepskin. The pages are densely covered in poorly formed handwriting. Each cover is about 60 cms wide and about 1 metre tall. Although it is only about 3 centimetres thick, it weighs 20 lbs.
The Adept must sacrifice a point of EN to the tome, which may be bought back in the usual way, and this will make them its owner. Ownership can only be transferred by passing the tome on to someone else who must, in their turn, sacrifice a point of EN. This will void the ownership of the previous holder. Possessing the enchiridion does not provide access to a non-owner, although the owner requires it to access the tome.
The magic of the tome allows it to contain one charge each of the spells of the standard canon (the standard canon being those spells that exist in the DQ rulebook).
The enchiridion
weighs 8 oz and is barely big enough to fill a large man's hand.
Whenever a spell is read from the enchiridion, it is cast at the Rank of the Adept's Rank in the appropriate counterspell. If they wish to cast a General Knowledge spell, then the Rank of their General Knowledge counterspell is used, and the same with respect to Special Knowledge magic.
- Note
- only the Rank of the counterspell is used. Base Chance, Rank, Range, Duration, Damage and other effects are calulated normally.
- the Adept must abide by the restrictions that apply to the college being cast from. This means situational base chance modifiers apply and a cast may not be attempted where the rules do not allow it (i.e. the Adept may not cast a Fireball whilst completely immersed in water or in a void).
The Adept need not declare which spell they will draw from the tome until they make their Cast Check. However, they must declare which counter spell when Preparing it, if the DM requires such things, and this will limit which spells they can draw from the tome.
- the Rank of the Adept's General Knowledge counterspell is used when spells of the General Knowledge of a college are drawn from the tome, the Rank of the Special Knowledge counterspell for spells of the Special Knowledge.
- spells drawn from the tome are lost regardless of their success.
- targets of these spells must Resist vs the College and body of knowledge that is drawn from the tome, i.e. Resist vs Air Special Knowledge to resist Whirlwind Vortex.
- laying a counterspell of the Adept's college, General or Special Knowledge, is sufficient to deny the Adept the ability to draw spells from the tome.
These spells have already been used:
Waterspout, Blackfire, Torment, Wind Walk
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Nualis | Formerly Living | Metamagic | Quest | Jim Arona 021 076 9376 |
Throne's Eyes
Throne's Eyes are about 10 cms long and perhaps 5 cms high. They have no appreciable depth, but encumber as if they weighed 4 oz.
2 Eyes can be attached to a breastplate, large round shield (or larger) or a cloak. Only one can be attached to smaller articles of clothing/armour.
When four are worn obviously, then they provide 1 point of Damage Reduction to a maximum of 12. In other words, they will add 1 to the wearer's current Damage Reduction so long as it never advances it to 13 or higher.
Once attached, the Eyes are bound to the article of clothing or armour, and if less than 4 are worn at once, they provide no benefit at all.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | Magical | Protection | Jim Arona 021 076 9376 |
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 |
The Middle Way | Spring 812 | Tanuel | Formerly living | Sand Dragon | 18,000sp | Jim Arona 021 076 9376 |
Lore
Ressurrection - Bone
On the event of her death, Tegan's player may choose that she Rise from the Dead. Her remains will dissolve to bone dust over the period of the next Pulse that the decision is made, or up to 5 Pulses later. She may appear up to 50 feet away from the point of her death
Her EN is permanently reduced by 1 (which can be bought back in the normal way) and loses all magic or itemry that does not survive a death. Itemry that is somehow bound to her soul will magically appear upon her.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | None | Bone | Quest | Jim Arona 021 076 9376 |
Enhanced Fatigue - Bone
The adventurer must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
In addition, 'Bone' is added to their Aspect, e.g. Spring/Air will become Spring/Air/Bone. Should they be gathered by those learned in the arts of Alchemy, their heart blood may be harvested for 3 Bone.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Middle Way | Spring 812 | Tanuel | None | Bone | Quest | Jim Arona 021 076 9376 |
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Abilities
Permanent Trollskin
Tegan is the target of a Trollskin spell which will
- stop her from dying as a result of damage
- regenerate 1 point of EN per Pulse
unless the damage is caused by fire. Heat, by itself, is not sufficient to defeat the spell, although flameless burning may apply at the DM's discretion.
Special abilities that render her dead will still apply, for example Frozen Doom, Whitefire, Disintegration, etc.
The spell can also be Dissipated or Dispelled, and in this case, its Rank is 20.
There is no means by which this special enhancement can be sustained beyond death.
Adventure | Season | Value | GM |
The Middle Way | Spring 812 | Quest | Jim Arona 021 076 9376 |
Circle of Protection vs Animals - Circle of Protection
Name: Circle of Protection
Spell: Circle of Protection vs Animals
Effects: The Adept is protected to some degree against incoming damage. A circle of green light will appear around them and absorb an amount of incoming damage equal to the Rank of the spell every Pulse. This effect will last for 10 minutes (+ 10 minutes per Rank).It does not protect against the damage from a Restorative potion, poison or the action of a disease.
In addition, an amount equal to 1 (+1 per 5 Ranks) is added to the result of the Cast or Strike Check of whoever attacks the Adept.
Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by 5.
This incantation is not teachable.
Adventure | Season | Value | GM |
The Middle Way | Spring 812 | Quest | Jim Arona 021 076 9376 |
Evil Eye v. Jono
Range: Self
Duration: 30 mins + 30 mins / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Storage: Potion, Investment
Target: Entity
Effects: When the adept casts Evil Eye on themselves, a third eye grows from the forehead, which is normally invisible but is able to be seen by Witchsight, Wizardsight or Enhanced Vision of equal or higher Rank. When the adept is under the effect of the Evil Eye, targets of their spells reduce their Magic Resistance by the Rank of this spell unless the target is wearing an Amulet of Elder Flowers.
Adventure | Season | Value | GM |
The Middle Way | Spring 812 | Quest | Jim Arona 021 076 9376 |