Brave new world - loot
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Potions
Restorative Potion Rk 8 x 0
When drunk, inflicts 10 EN and restores 20 FT.
Love Philtre Rk 12 x 7
When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.
Fertility Potion Rank 18 x 11
When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks.
Toadsweat Potion Rank 13 x 7
When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.
Ales & Beers
Pint of Red Beer x 6
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.
Pint of Pale Ale x 3
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.
Pint of Dark Ale x 0
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.
Witch Skins
The underside of the witch skin must be held against an entity for 30 seconds before the transformation will take effect.
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.
Little Mary Sixpence
| PS: | 6 | MD: | 14 | AG: | 16 | MA: | User | EN: | 8 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 18 | TMR: | 5 | NA: | None | ||
Little Mary Sixpence is 8 years old and the very picture of cheery innocence. She has blond curls that hang in ringlets, blue eyes and the kind of freckles little girls get for being good-hearted and friendly.
Harry the House
USED
| PS: | 23 | MD: | 18 | AG: | 18 | MA: | User | EN: | 23 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 11 | TMR: | 6 | NA: | None | ||
Harry the House is a particularly hairy, 6ft 6in tall man of hulking presence. His hair is dark brown and it grows down his back in great, masculine tufts. He smells of sweat and honest labour.
Asp
- Description
- The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
- Abilities
- Asps have no talents, skills or magic.
- Movement Rates
- Crawling: 150
| PS: | 2 | MD: | None | AG: | 16 | MA: | User | EN: | 1 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 8 | TMR: | 3 | NA: | None | ||
- Weapons
- Asps may bite. Poison occurs after effective damage.
- Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
- Poison: 2 DP per pulse.
Eel
- Description
- Eels are long, thin, grayish fish up to 7 feet in length.
- Abilities
- Eels have no special talents, skills, or magic.
- Movement Rates
- Swimming: 300
| PS: | 18 | MD: | None | AG: | 14 | MA: | User | EN: | 8 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 6 | TMR: | 6 | NA: | Skin absorbs 3 DP | ||
- Weapons
- Eels may bite.
- Bite: BC 50%, [D + 2], Close, Rank 0.
Red Stag
- Description
- Stags are wild creatures, like thin, agile horses with large racks of antlers.
- Abilities
- Stags have no special talents or skills and use neither tools nor magic.
- Movement Rates
- Running: 750
| PS: | 20 | MD: | 19 | AG: | 22 | MA: | User | EN: | 15 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 12 | TMR: | 15 | NA: | Hide absorbs 3 DP | ||
- Weapons
- Stags may either use their antlers or kick into their rear hex.
- Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
- Kick: BC 50%, [D + 3], Melee Rear, Rank 0.
Raven
- Description
- Ravens are large black birds, standing two foot high, with a 5 foot wingspan..
- Comments
- A sentient in raven form can use any language they are familiar with.
- Abilities
- Ravens may fly upside down for up to a mile.
- Movement Rates
- Flying: 800
| PS: | 6 | MD: | 18 | AG: | 17 | MA: | User | EN: | 6 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 8 | TMR: | 16 | NA: | Feathers absorb 2 DP | ||
- Weapons
- Ravens may attack with beak or two talons without penalty. They will Close in great numbers, or attack the eyes if alone.
- Beak: BC 45%, [D – 3], Close, Rank 0.
- Talons: BC 75%, [D – 2], Close, Rank 1-4.
Ginger Tom
- Description
- Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
- Abilities
- Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
- Movement Rates
- Running: 450
| PS: | 4 | MD: | 21 | AG: | 24 | MA: | User | EN: | 5 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 7 | TMR: | 9 | NA: | Fur absorbs 1 DP* | ||
- Weapons
- Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
- Bite: BC 45%, [D10+1], Close, Rank 0.
- Claw: BC 40% [D10-1], Close, Rank 0-4
Mouse x 7
- Description
- Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
- Abilities
- Mice have no special talents or skills, and they are not tool users.
- Movement Rates
- Running & Climbing: 150
| PS: | 1 | MD: | 12 | AG: | 18 | MA: | User | EN: | 1 | FT: | User |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | User | PC: | User | PB: | 4 | TMR: | 3/3 | NA: | Fur absorbs 1 DP | ||
- Weapons
- Mice may bite.
- Bite: BC 20%, [D – 7], Close, Rank 0.
Scrolls
Charms
- Demonskin Charm x 3

This scrap of parchment weighs ¼ lb and contains three charges of the The Demonskin Charm. It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner's backpack, or even at home and it may not be uttered again until after the next dawn.
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'That is not dead which can eternal lie'
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer's armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.
While under the charm's effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.
- Justice Charm x 3

This scrap of parchment weighs ¼ lb and contains three charges of the Justice 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:
"Let justice be done though Heaven falls!"
A number of thunderbolts fall from the sky equal in number to the utterer's base EN. No thunderbolt may be more distant than the utterer's Size Factor x 10 Hexes. Each thunderbolt inflicts 5 x the utterer's base WP Lightning damage (Spell Armour and Damage Reduction protect against this) upon everything in each of the target Hexes, unless they Break 100 + AG + WP. Everything within 5 Hexes must Break 100 + PS + AG or take 2 x utterer's base WP Thunder damage (Protection and Damage Reduction protect against this) and be thrown prone. Finally, they must Break 100 + PC + MD or be deafened for 4 Pulses.
No thunderbolt may fall within 10 Hexes of another.
Although a truly frightening display, the Charm does no direct harm to innocents (most children and animals) but adults, even the saintly, are not, similarly, immune.
Scroll of Blessing on Unborn Child
This scroll contains an invested Spell of Blessing on Unborn Child Rank 16. The Base Cast Chance is 68% + the reader's MA bonus (or penalty) and when cast upon an expectant mother, will increase one Primary Statistic of her unborn child by 7, exceeding racial maximums.
Weapons
Ticker Sticker
This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder's advantage.
- Example
- The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.
Ascalon
This spear is made of a blade attached to an ebon haft. The Individual True Name of the blade is Ascalon, and it is under the effects of a permanent Rank 20 Weapon of Cold which may be triggered once a day (Base Chance 90%, +21 to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C Class injuries. Base damage is 1 rollup D10 + 6, rising to 3 rollup D10 + 6 when wielded against a dragon, drake, wyvern or other dracoform (but not serpents or lizards). Those entites against which it inflicts greater damage will know that it is a dragonbane weapon once they see it.
If the wielder is human, then
- the wielder's Rank in broadsword, spear and lance are cumulative
- the spear inflicts A or C Class injuries
- the wielder reduces any fire damage by their Rank in Warrior
- the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior
Bec de Corbin
This war pick is lighter than normal, weighing 3 lbs, requires 15 PS and 13 MD to wield. It's base Strike Chance is 53% and base Damage 1 rollup D10 + 4 A Class damage. It may be thrown 6 hexes.
It is a cumulative weapon. When it is mounted on top of a staff, then the wielder's Ranks in quarterstaff, war pick and war hammer are combined. The base Strike Chance is 57% and base Damage becomes 1 rollup D10 + 6 A or C Class damage.
If a bonding cost of 1 Permanent Power is paid:
Attaching the bec to a Runestaff automatically adds the Darkness and Air Rune to it and do not count against the wielder's total.
They attract a Crow spirit as their totem which provides +5 bonus to spells that deal in Secrets, Knowledge or Crows and improves their chance of attracting luck by 5.This spirit is not native to the region around Unterkiel.
The Adept may learn this Special Knowledge spell of the College of Rune Magic.
Dagger Set of Okhers
The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder's Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.
The following schedule is consulted when considering the wielder's Rank:
| Rank | Ability |
| 3 | Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act. |
| 5 | Wielder may make two attacks per Pulse with prepared daggers against one or two targets within range |
| 9 | Wielder may make three attacks per Pulse with prepared daggers against one, two or three targets within range |
Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.
The wielder's Player must call out each dagger's name as they strike or summon them, and no dagger may be thrown more than once a Pulse.
Opener
Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes.
- Special Ability
- The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder's Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.
Witch Bite
Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.
- Special Ability
- If damage is taken, the wielder rolls a D10 and consults the table:
| D10 | Result |
| 1 | Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles. |
| 2 | Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs. |
| 3 & 4 | Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs. |
| 5 & 6 | Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues. |
| 7 & 8 | Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles. |
| 9 & 10 | Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs. |
Wraith Blade
Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith's thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A & B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.
- Special Ability
- It inflicts 3 rollup D10 A & B Class damage against insubstantial creatures but this will drop to 1 rollup D10 damage the next Pulse.
Tinker's Folly
Tinker's Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A & B Class damage and may be thrown up to 12 hexes without penalty.
- Special Ability
- If effective damage is taken, the target's Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).
Serpent's Tooth
Serpent's Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.
- Special Ability
- When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent's Tooth clean.
Armour
Bronze Buckler Vambrace
This bronze vambrace weighs 1 lb but replaces 2 lbs of the wearer's left forearm armour if that armour is scale, chain or plate. A buckler 8 inches in diameter is attached to the back of the wearer's wrist, and provides 2 points of Defence for each Rank in Shield, although leaving their left hand free to hold a weapon.
Mild Steel Plate Armour
This armour is made from mild steel, is sized for an ogre and weighs 72lbs. It provides 6 points of Protection, 6 points of Spell Armour, reduces AG by 3 and penalises Stealth by 20.
This armour may be improved by an Armourer of sufficient Rank.
Mild Steel Chainmail
This chainmail is made from mild steel, is sized for an ogre and weighs 63lbs. It provides 5 points of Protection, 6 points of Spell Armour, reduces AG by 2 and penalises Stealth by 10.
This armour may be improved by an Armourer of sufficient Rank.
Ogre Skin x 17 sizes
sell for 50gs each
This ogre skin can be made into leather armour that provides a base of 4 Prot and Spell Armour 1. It has a weight factor of 3 and does not inflict an AG penalty. If the wearer is targeted by a Healing spell, then three Ranks will be added to the spell, making it easier to cast and more effective.
To make it will require the arts of a Rank 4 Armourer or greater, who will charge at least 20% more than cost.
Brazen Pauldron
This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.
Kobold Chain Mail of Buoyancy
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer has a Base Chance of 74% of casting the Buoyancy spell on themselves at Rank 3 and a Base Chance of 48% of casting Water Breathing on themselves at Rank 2. These values may be modified by the wearer's MA bonus.
Kobold Chain Mail of Swimming
This chain mail reflects pale metallic blue light, is size 9, provides 7 Protection, penalises AG by 2, Stealth by 15 and has a Weight Factor of 8. It may be improved by an Armourer who knows how to make chain mail.
The wearer's Swimming Rank is increased by 3, and they are considered to have the Aquatic Affinity Talent at Rank 11.
Witch Robes x 3
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.
Miscellaneous
Palm Leaf Scroll

This scrap of palm leaf has writing in an odd script on it and weighs 2 oz.
It must be memorised, although it is not necessary to understand the language.The owner of the scrap may learn a Discipline that is similar in many ways to a Talent. It doesn't require a Prepare Action and neither does it cost FT. The Experience Multiple is 50 and is Ranked in all ways as if it were a Talent.
To activate this magic, the leaf must be wrapped around the hand in the same kind of way that a bandage might be tied to protect a wound on the palm. The script must be legible and read as the hand is passed across the user's field of view requiring a Magical Cast Action. This will create an immobile pane about 2 feet wide and as high as the user's hand. Walking Unseen of any Rank is revealed, as is Invisibilty, Blending and similar magic of equal Rank or less to anyone looking through the pane.
In addition, viewers may Break 100 + PC +3/Rank to see distortions of reality like middlemarches, dimensional portals, nexes, gates and similar magic.
The pane will last for a number of Pulses equal to the owner's MA or until they create another one, whichever comes first.
Fur Cloak of Protection
The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:
- the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.
- the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.
- the wearer increases their Defence by 12.
- the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.
Violet Stola
This stola of violet silk is embroidered with flowers in silver and blue thread. It must be draped around the back of the neck, the tails to hang down to the wearer's waist, and weighs 4oz.
When the command word is uttered, requiring a Free Act, the stola becomes a lariat with a base Strike Chance of 57% and base damage of D10-2. In the hands of an Assassin, it is a cumulative weapon with Ranks in Garotte also applying.
Wand of the Ogress
This wand is made from the thigh bone of a hill giant and is 30 niches long. It is dry but has been preserved so that it is as strong as oak. It weighs 4lbs. A hobbit may treat this as a quarterstaff.
In the hands of a witch, it is a spell rack that will hold three one use spell matrices at no cost.
In the hands of a wizard, mage or sorceror, it is a spell rack that can hold a single one use spell matrix, which must be a General Knowledge attack spell. If the spell does not have range, then it will gain range of 15 feet (+5 feet for every 2 Ranks in the spell). The spell matrix resets at midnight except on nights of the new moon.
Book of Vile Darkness
This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum.
If a Dark Celestial reads this book, the book will crumble into a pale dust and their General Knowledge magic will be changed in the following way.
Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The reaction of the targeted creature is improved by 5 (+1 per Rank).
Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
This spell does not need be Prepared before it is Cast.
Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome, baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank) and their Prot value 1 point for every 4 Ranks.
Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action to shudder before they can do anything else.
This spell does not need to be Prepared to be Cast.
Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Duration: Special
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental
It contains this incantation:
Darkness - Night Terror
Effects: This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).
Halving is applied before additions or subtractions from other modifiers.
Experience Cost: 500
Constraints: 1 FT, unracks the spell
Jewellery
Ring of Jasper
This gold band has a bezel holding a lozenge of jasper, and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the bearer experiences no discomfort if the temperature drops as low as -40 ° and they halve damage from cold (but not the impact of ice).
Rebounding Ring
This band is quite small and is made from a dull, red resin that can only be worn on the least finger of the left hand of a creature whose size is less than 5.
While it is worn, the bearer halves non-magical C Class damage (including from most falling damage). In addition, it allows the bearer to advance this adventuring skill:
Scarab Ring
This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.
Amulets
Amulet of Amethyst
Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearer’s Fatigue recovery during sleep periods by 10% (round down).
Amulet of Beryl
Increases the wearer’s ability to detect traps and ambushes by 5.
Amulet of Betony
Decreases the Base Chance of infection by 15.
Amulet of Bloodstone
Prevents miscarriage and decreases Base Chance of infection by 20
Amulet of Carbuncle
Decreases damage done by poison by 2 points of damage per pulse or day.
Enhanced Amulet of Chalcedony
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.
Amulet of Diamonds
Increases all of the wearer’s Strike Chances by 2
Amulet of Elder Flowers
Makes the wearer proof against the Evil Eye
Amulet of Hypericum
Increases the wearer’s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being
Enhanced Amulet of Iron
This amulet, when it is worn openly around the left wrist, will grow warm when the wearer is within 25 feet of a half devil or imp. Wearing this amulet prevents the wearer from using non-racial magic.
Enhanced Amulet of Jade
This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Enhanced Amulet of Jet
This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Amulet of Luck
Made from tiger’s or alligator’s teeth. It increases the wearer’s Magical Resistance by 3 and adds 2 to the wearer’s defense
Amulet of Black Amber x 2
This amulet when it is worn openly in the left ear increases the wearer's Initiative Value by 7.
Allies
Swedish Axemen
Addo
| PS: | 19 | MD: | 19 | AG: | 15 | MA: | 7 | EN: | 24 | FT: | 23 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 16 | PC: | 12 | PB: | 12 | TMR: | 5 | NA: | Chain absorbs 6 DP | ||
| Attack | SC | DM | Rg | Class | Use | Rk |
|---|---|---|---|---|---|---|
| Battle Axe | 108% | +6 | 6 | B class | RM | 5 |
| Crossbow | 79% | +3 | 80 | A class | R | 0 |
| Large Round Shield | 68% | +2 | - | C class | M | 4 |
His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.
Benno
| PS: | 19 | MD: | 19 | AG: | 15 | MA: | 7 | EN: | 24 | FT: | 23 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 16 | PC: | 12 | PB: | 12 | TMR: | 5 | NA: | Chain absorbs 6 DP | ||
| Attack | SC | DM | Rg | Class | Use | Rk |
|---|---|---|---|---|---|---|
| Battle Axe | 108% | +6 | 6 | B class | RM | 5 |
| Crossbow | 79% | +3 | 80 | A class | R | 0 |
| Large Round Shield | 68% | +2 | - | C class | M | 4 |
His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.
Cenno
| PS: | 19 | MD: | 19 | AG: | 15 | MA: | 7 | EN: | 24 | FT: | 23 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 16 | PC: | 12 | PB: | 12 | TMR: | 5 | NA: | Chain absorbs 6 DP | ||
| Attack | SC | DM | Rg | Class | Use | Rk |
|---|---|---|---|---|---|---|
| Battle Axe | 108% | +6 | 6 | B class | RM | 5 |
| Crossbow | 79% | +3 | 80 | A class | R | 0 |
| Large Round Shield | 68% | +2 | - | C class | M | 4 |
His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.
Evening
- Description
- Evening has soft fur of deepest black, is 16 inches long and weighs 2lbs. She is slim, and utterly vicious with cold, calculating eyes.
- Comments
- She is very curious, and has very basic drives, including the desire to breed and raise a family. She is promiscuous and unlikely to pair with another sable for any length of time, but if mating is successful, there is an 80% chance her litter will number 4-8 young. She is quite bloodthirsty, and will gladly take on much larger creatures. Lacking an opposable thumb, Evening is not a tool-user, but this is something on her list of things to get.
- Abilities
- Evening can withstand the gaze and breath of the basilisk, and is immune to fear from any source. Once a week, resetting at midnight on a Friday, Evening can massively increase in size for one minute.
- Movement Rates
- Running: 250
| PS: | 4 | MD: | 29 | AG: | 29 | MA: | 16 | EN: | 7 | FT: | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 23 | PC: | 17 | PB: | 12 | TMR: | 8 | NA: | Fur absorbs 1 DP | ||
- Weapons
- Evening may bite.
- Bite: BC 108%, [D – 4], Close, Rank 0.
- Enlarged
- Movement Rates
- Running: 250
| PS: | 22 | MD: | 29 | AG: | 29 | MA: | 16 | EN: | 23 | FT: | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 23 | PC: | 17 | PB: | 4 | TMR: | 8 | NA: | Fur absorbs 3 DP | ||
- Weapons
- Evening will bite and claw twice with no penalty.
- Bite: BC 122%, [D + 4], Close, Rank 2-4.
- Claw: BC 93%, [D + 2], Melee & Close, Rank 1-3.
Ogre Oarsmen
- Number
- 8
- Description
- Ogres are large, ugly, 8 foot tall humanoids. They have flattened noses and large, sharp teeth. These ones wear leather armour and wield Giant Clubs.
- Comments
- Ogres eat those travellers that they waylay and take their treasure. These have been trained as oarsmen and have Rank 4 in the Sailor Artisan Skill and the Advenuring Skill: Swimming. Part of their ongoing training has been to break them of the habit of eating people, and are trying to learn Common when they can be bothered.
- Abilities
- Ogres generally shun magic, although these may acquire a college if forced to advance a language to Rank 8 and become literate in it but must meet its other requirements. They wield small round shields as if they were bucklers: 3 Def per Rank, 5lbs, no MD penalty.
- Movement Rates
- Running: 450
| PS: | 28 | MD: | 12 | AG: | 10 | MA: | 10-15 | EN: | 23 | FT: | 30 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 20 | PC: | 14 | PB: | 9 | TMR: | 9 | NA: | Armour & skin absorbs 9 DP | ||
- Weapons
- Giant Club: BC 50%, [D + 8], Ranged & Melee, 9 hexes, Rank 0 - 5.
- Bite: BC 65%, [D + 4], Close, Rank 0.
- Punch: BC 45%, [D], Melee & Close, Rank 0 - 10.
- Shield: BC 40%, [D - 4], Melee, Rank 0 - 4.
Lore
Copper Scrolls
Once a copper scroll is read, it crumbles to greenish dust.
- Scroll of Building a House of Life
This building contains a resurrection chambers. Although those who are Death-aspected can build such a 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 1 EN is sacrificed it is simply magical architecture.
- Note
- Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).
- Scroll of Finding Familiar

This copper scroll teaches the reader this ritual as if it were part of the General Knowledge of their College:
- Ritual of Finding a Familiar
Range: 1 mile + 1 mile / Rank
Duration: Concentration: No maximum
Experience Multiple: 250
Base Chance: 40% + 4 / Rank
Resist: None
Storage: Investment
Target: Entity
Cast Time: 1 hour
Material: A piece of food acceptable to the familiar being summoned
Concentration Check: Standard
Effects: The Adept may attempt to summon a small animal that will serve them as a familiar. The type of animal is chosen by the Adept and may be a small creature about the size of a cat, dog, bat, rat, toad, weasel, falcon, owl, goat, monkey, trout, etc, and must be native to the area where the summoning is performed. If the summoning is successful, the potential familiar will arrive at the Adept’s location in (25 - Rank) minutes. The ritual allows the Adept to communicate with it when it first arrives. The Adept must promise to feed and protect the familiar. The GM should roll a reaction check for the creature. If the result is Enraged, it attacks, if Belligerent it leaves immediately.
If neither of these results are achieved, the familiar agrees to serve the Adept. Regardless of the result, the Ritual confers no further ability to communicate with the animal. If the Adept fails to feed the familiar on a regular basis, or mistreats it in any way, the familiar may run away, and a new familiar must be found. The familiar will serve the Adept to the best of its ability, warning them of danger, and so forth. If the Adept is unable to communicate with the familiar magically it will attempt to warn them by tugging at their cloak, whimpering, or whatever, as appropriate. If the familiar is killed, the Adept suffers [D + 5] points of damage in the form of a magical backlash. This damage may not be resisted. An Adept may only have one familiar at any one time. A familiar is not an enchanted creature. The range of the summoning caused by this ritual is 1 mile (+1 / Rank).
As the ritual is Ranked, the familiar gains abilities according to the following schedule:
Rank 0 - While it is in contact with the Adept, the familar is considered out of range of most magic and beneficial spells that are cast on the Adept apply to the familiar as well
Rank 2 - The Adept may cast spells that target themselves on their familiar
Rank 4 - The Adept may see through the familiar's eyes once a day
Rank 6 - The Adept may draw upon the FT of their familiar to pay the FT cost of a spell or ritual. In addition, they can add to their familar's FT at a rate of 2:1
Rank 8 - The Adept must spend 10 minutes communing with their familiar to store the Prepare Action of a spell, which they may use as a Free Act at a later time
Rank 10 - The familiar can hold 1 spell matrix. This will not unrack unless the spell or incantation specifies that it will. The Adept must be in contact with the familiar to use the matrix
Rank 12 - The Adept may now sense through their familiar twice a day, plus they can hear as well as see
Rank 14 - The Adept must spend an additional 10 minutes communing with their familiar to store a second Prepare Action
Rank 16 - The Adept may see & hear through the familiar's eyes a third time a day
Rank 18 - The familiar stores a special pool with a maximum capacity of 5. This may be used to reroll a failed Magic Resistance or Casting check. It costs 1,000 Experience to add 1 to the pool
Rank 20 - The spell matrix becomes a spell lock, which the familar can Cast on the Adept's behalf. This will not unrack unless specified by the spell or incantation
- Invocations
An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept's player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).
- "By sky-striding Sarennan!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 750.
Attracts:1 Astral.
Effects:The Adept's spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 => AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 => WP x 2.
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.
- "Regard the discs of the Crimson Harpax!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 1,000.
Attracts:1 Abyss.
Effects: The Adept's spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it's worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a "5" on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.
Personal Ricochet
Experience Multiple: 150
Base Chance: (base EN + AG + PC) + 12 x Rank
Effects:This Skill lets the bearer manoeuvre as they bounce around, From time to time, the DM may require the bearer to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the bearers movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems.
In addition, it allows the bearer to deliver a Charge attack by bouncing off terrain features in a bewildering and potentially acrobatic way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the bearer must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.
The Base Chance is halved for each subsequent bounce, so Base Chance x 1 for the first bounce, Base Chance x 0.5 for second bounce, Base Chance 0.25 for the third, and so on. The bearer's course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).
Murder of Crows
Range: Sight
Duration: Concentration: No maximum
Experience Multiple: 400
Base Chance: 5%
Resist: None
Storage: Investment
Target: Entity
Effects: The Adept conjures to this plane a spectral murder of crows, and directs them to hunt down and slay one target, who must be within sight when the spell is cast. The murder is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight. It appears as a darksome flock of night-winged horrors with beady red eyes and flashing beaks. The murder will continue with its mission until the Adept’s concentration is broken, its intended victim dies, or it is dissipated or slain. The murder can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The murder has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank) but has no defence or armour value, although it may not be Stunned. The murder’s movement rate is 650 yards per minute, and its TMR is 13. The murder may move in any direction without restriction, including through the air, walls, water, etc. Upon first encountering a Rune Special Counterspell cast on an area, the murder must spend a Pass Action to dissipate it before it can enter. The murder may not be dissipated by having a Rune Special Counterspell cast on the area it occupies.
Moonfire
Range: Range: 60 feet + 15 / Rank
Duration:Immediate, during Pulse
Experience Multiple: 200
Base Chance: 10%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects:When the moon is in the sky (not necessarily visible), the Adept may call down from the heavens a beam of pale, silvery light which will affect a volume 5 feet across (+10 feet at Rank 10 & Rank 20) and 60 feet high (+15 feet / Rank) which will arrive at the end of the Pulse. Anything within the volume must Resist or take [D10 - 4] (+1 / Rank) damage and suffer a penalty of 10 (+10 at Rank 10 & Rank 20) to Magic Resistance (vs magic that affects the personality only) and Strike Chance. The targeted hex will have a magical aura until the beam arrives (or is counterspelled by the Adept). This spell will have no effect if it is targeted on a hex which is already a target of this spell. Note that a solid surface (such as 10’ of earth) will prevent the moonfire from reaching its target hex.
Incantations
Murder of Crows - Spectral Armour
Target: Self
Duration: Concentration, no maximum
Effects: The Adept dresses in the spectral form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Rune College 'Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Murder of Crows - Chariot of Crows
Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and murder of crows to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Murder of Crows - Oxen Force
Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: This incantation of the the spell allows the Adept to summon a visible force construct in the shape of a pair of oxen that will pull or push an object for the duration of the spell. Its TMR is 4, it's Movement Rate is 200 yards per minute and it exerts a force as if it had a PS value of 60 (+1 per Rank).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Walking Unseen - Invisibility to the Undead
Spell: Walking Unseen
Effects: Renders the target Invisible (as the spell of the same name) with respect to the undead that are no closer than 25 feet less the Rank of this spell. Witchsight, Wizard Sight or Enhanced Vision of lesser Rank will not reveal the target to an Undead observer.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
- Spell Components
Each of these copper scrolls shows the reader how to make use of particular spell components. They must be bought from the appropriate artisan who will charge the base price plus whatever else the market will bear. Once it has been made, an Alchemist will treat the product and similarly charge what the market will bear. The Adept, Artisan and Alchemist may be the same person, to the Adept's pecuniary advantage
Material Components
Each component will take the appropriate craftsman the indicated amount of time to produce. An Alchemist will take 8 hours to empower it.
Dark Oil
| Rank 3 Miner | 3 days |
| Cost | 250sp |
| Weight | 4 oz |
| Rank 4 Alchemist | 200sp |
Oil that has never been exposed to sunlight may be processed by a Rank 4 or higher Alchemist who will charge no less than 200sp. It must, thereafter, be stored in opaque containers. If it is attached openly to a belt or bandolier, then it need not be produced from a pocket or pack etc, which normally require 1 or more Pass Actions to prepare. However, if the Adept receives a blow to the torso, then a %ile roll greater than 70 indicates that the phial is shattered and the contents lost.
If it is used, then the entire process of Casting a Spell of Darkness is silent, although the Adept may make noise by other means (e.g. dropping the phial, sneezing, tripping noisily down a flight of stairs etc.).
Obsidian Hand
| Rank 6 Jeweller/Sculptor | 10 days |
| Cost | 12tsg |
| Weight | 8oz |
| Rank 5 Alchemist | 3tsg |
A figurine of a hand six inches long carved from obsidian costing at least 12 tsg must be anointed with the Adept's blood and rose of attar by a Rank 5 or better Alchemist, for which they will charge 3tsg. It may be worn about the neck on a length of string but when detected, will attract inquisitorial attention. If the Adept receives a Specific Grievous Injury to the torso, shoulder or neck, then a %ile roll greater than 60 indicates that it has been shattered. If it is carried in a pocket or pack, at least 1 Pass Action (if it is in a pocket, four if in a pack) but must be spent to produce it. If the Adept receives a Specific Grievous Injury in the region where the figurine is held, then a %ile roll greater than 90 indicates that the figurine is destroyed.
If it is used, then the Rank of a spell of Sacrifice is increased by three, the figurine shattering into shards of black glass whatever the result of the Cast Check.
Ring of Flint
| Rank 3 Jeweller | 3 days |
| Cost | 12gs |
| Weight | 4oz |
| Rank 4 Alchemist | 200sp |
A ring knapped from flint by a Rank 3 Jeweller must be prepared by a Rank 4 or better Alchemist. They will charge at least 200 sp to etch the band with glyphs of fire. It may only be worn on the smallest finger of the Adept's left hand. If the Adept receives a Specific Grievous Injury to the arm or hand where the ring resides, then a %ile roll greater than 90 indicates that the ring is destroyed. Even if not destroyed, the component will not be useable if the limb is not.
When it is used, the ring bursts into flame and inflicts five point of unavoidable fire damage but the entire process of Casting a Bolt of Fire spell is silent, although the Adept may make noise by other means (e.g. by sneezing, tripping noisily down a flight of stairs etc.).