The Coils of Spring - Treasure
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Consumables
Other
Grenadoes
Amorphous Water Balloons
This small sack is woven from glass and magically kept in a fluid 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.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | New Terra | Alchemy | Void Crafting | 3,000sp |
Charms
Herbs
Golden Century Seeds x 10

These seeds will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The century plant is free standing, and makes a pleasant show against larger features like trees and walls.
If the best flower of each seed may be prepared by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Enhancement | Quest |
The White Rose of Gerantia x 12

Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed.
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest |
The Marist Rose x 7

Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest |
Whitethorn x 6
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but
- Racial maximums may not be exceeded and,
- Only 1 point of WP may be bought in this way.
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Agonistes | Quest |
Flamecap x 10

These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma, Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance .
Each application weighs 1 oz.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Flames | 250 |
Herbal Draughts
Potions
Scrolls
Invested Items
Amulets
Gems
Weapons
Giant Lacrosse Stick
This giant club is 10 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,325sp |
Giant Hockey Stick
This giant club is 12 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder's PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,750sp |
Giant Mallet
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made. If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder's PS less the target's AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour although Damage Reduction may at the discretion of the DM.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 12,475sp |
Whip of Braided Eog
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A and C Class injuries.. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:
- subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded.
- square the difference and add the difference to that product.
- halve the result
- add the result to the wielder's MD as Strike Chance bonus
Bonuses to Strike Chance are calculated at 6 per Rank not 4.
At every Rank fully divisible by 4, an extra point of damage is added.
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.
Finally, the whip may be wound around the wielder's lowqer abdomen, which will make them immune to these Specific Grievous injuries:
- 08 A vicious puncture wound in your groin! Take 3
- Damage Points immediately from Endurance and
- reduce your TMR by 2 until fully recovered, which
- will take two months. In addition, add 30 to your
- chance of being infected (assuming you live long
- enough for such things to matter).
- 12 A stomach puncture. Nasty. You suffer 3 Damage
- Points immediately from Endurance and lose
- 2 from your TMR until fully recovered, which
- will take two months. Also, you are automatically
- stunned for the next pulse (if you aren’t already),
- after which you may recover. Add 20 to the chance
- to be infected.
- 37–40 You have been eviscerated! Take 4 Damage
- Points immediately from Endurance and 1 point
- per pulse from Fatigue thereafter (Endurance when
- Fatigue is exhausted) until you are unconscious.
- Increase your chance of infection by 40.
It takes 3 Pulses to unwind the whip from the wielder's abdomen.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Magical | Black-forging | 16,750sp |
Armour
Jewellery
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 |
| Coils of Spring | Spring 816 | Uranus | Formerly living | Telekinesis | 30,000sp |
Miscellaneous
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 |
| The Coils of Spring | Spring 816 | Reich | Formerly living | Spell Storage | 10,000sp |
Phylactery of 3-Body Solution

This is a scroll that appears to be itemised so as to form a brooch. Entity Prime has invested his solution for the Three-Body Problem in the phylactery. 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: Self Duration:____________ Rank:_______ Effects: Next ranged attack will be one column-shift more effective.
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 |
| The Coils of Spring | Spring 816 | Reich | Magical | Spell Storage | 5,000sp |