Crooked House: Treasure

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Consumables

Other

Salve of Curing x 10

This stoneware pot is about the size of a human fist but weighs about a lb.
The salve is a herbal remedy for use against wounds.
It takes about 10 minutes to apply the salve to the site of the wound, after which its virtue will sink into patient's body, the better to do its work. At dawn, the patient rolls percentile dice. If the result is greater than the entry on Possible Specific Grievous Injury table, then the wound will be healed 24 hours later. If the salve is applied by a Herbalist, they may add their Rank to the result of the percentile die result, and if the Herbalist is also a Healer, they may add that Rank as well.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked House Summer 813 Alusia Formerly living Herbalism 400 sp px50 Jim Arona 021 076 9376

Grenadoes

Charms

Herbs

Potions

Potion of Waters of Vision

This flask weighs 1 lb, and is very robus. It takes 2 Pulses to Prepare.
When the contents of the flask are poured into a depression or bowl, the water may be used as if it were a Rank 6 Crystal of Vision for 11 minutes before the magic fades.

Potion of Curing x 10

This small stoneware vessel weighs 1/2 lb and contains a magical potion. It may be drunk without preparing it provided that it is attached outside armour in an obvious and convenient place (like a belt).
When the potion is drunk, the imbiber is healed of 1D10 points of damage at the end of the Pulse. It will do the same thing at the end of the next Pulse, and again on the Pulse after that. Thus, it will restore 3D10 damage point (assuming the imbiber is still alive at that point). EN damage is restored first, wrapping to FT damage, but the potion has no effect on FT lost to spell casting or exhaustion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked House Summer 813 Alusia Formerly living Earth 800 sp px50 Jim Arona 021 076 9376

Holy Water x 10

This sturdy flask weighs 1/2 lb.
If it is splashed onto undead or demonic creatures, they will take D10 + 9 damage, and if they are diabilical, will have to roll under 3 x WP or roll on the Fright Table.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked House Summer 813 Alusia Magical Wiccan - px50 Jim Arona 021 076 9376

Potion of Banishment

Rank 15 Namer Banishment

Potion of Trollskin x 3

Rank 15 Earth College Trollskin

Restoratives

Rank 5 Restorative Potion x 10

7 EN for 14 FT

Rank 8 Restorative Potion x 18

From F. Rowan. 4 each at 250sp each any rank up to 10. Used approx 1 each, 18 left.

Rank 15 Restorative Potion x 6

17 EN for 34 FT

Herbalist Enhanced Healing Potion

Rk 5 Herbalist potion to enhance healing.

Scrolls

Scroll of Darkness x 5

The vellum this scroll is made from the skin of an elf and weighs 1/4 lb. It does not take 10 seconds to Cast, but instead must be Prepared and then triggered at the reader's Unengaged Initiative on their next available Action.
The Base Chance of the spell is affected by the reader's MA, Enchantment and the Cast Chance modifiers of a Rank 20 General Knowledge spell of the College of Necromantic Conjurations.
Base Chance: 90%

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Crooked House Summer 813 Alusia Magical Necromantic Conjurations 1000sp px50 Jim Arona 021 076 9376

Invested Items

Dust

Amulets

Amulet of Diamonds x 4

+2% SC

Amulet of Luck x 4

+2% Def +3% MR

Amulet of Hypericum

+10% MR vs Demonic

Amulet of Chalcedony

10' Undead

Defensive Amulet of Luck x 2

This amulet weighs 1/8th of an an oz.
The wearer's Defence is increased by 4 and their Magic Resistance by 1. This will stack with 1 other Amulet of Luck of any kind which does not specifically exclude the possibility.

Resistant Amulet of Luck

This amulet weighs 1/8th of an oz.
The wearer's Defences is increased by 1 and their Magic Resistance by 4. This will stack with 1 other Amulet of Luck of any kind which does not specifically exclude the possibility.

Weapons

Second Strike Claymore

This claymore weighs 5 lbs, has a base Strike Chance of 67% and has a Damage Modifiers of +6. It can inflict A & B Class injuries.
The special magic of this sword is that it will allow a single, second attack to be made by the wielder at half their Initiative Value with this weapon. The second strike may only be directed against a single target.
Warriors may not apply any of the benefits of their profession to this weapon, although the benefits of weapon Rank apply in the normal way.

Giant Scythe

This giant weapon is 2 handed, requires PS of 19, MD of 15, has a base Strike Chance of 62% and inflicts D10 + 3. It Ranks to 7 as if it were a Hand and a half. Bonuses to damage from whatever source except Weapon of Flames are considered Penetration (i.e. reduces the Protection value of armour but does not increase damage).
If the wielder is 8 ft tall or higher, they may attack everything in their front hexes that is within 10 feet, and this is considered a Multi-Hex Strike.


Armour

Robe of the Night and Stars

This plain and undecorated robe of midgnight blue will fit anyone of size 4, 5 or 6. It has a weight factor of 2.
It is a legal target for Coruscade, when Ritually Prepared, whereupon a crescent moon, seven orbs and seven stars will emerge embroidered upon it. The wearer will not shed light as a result of the spell, but otherwise, the spell will behave normally.
One orb per 3 or fraction Ranks of the Coruscade will detach from the robe and circle the wearer about 3 times a Pulse. If the wearer is the target or in the area of effect of a spell, then an orb will dissipate, and the spell is treated as if it failed.
If the spell inflicts damage directly and was a Double or Triple Effect, then it is treated as one quality less. So, a Double Effect will be treated as a normal success, a Triple Effect is treated as a Double Effect. Whenever this happens, an orb is dissipated. Note that the effect can only be applied to a given spell more than once (i.e. orbs cannot be dissipated to reduce a Triple Effect to a failure).
A Conjuror of the Night and Stars is no longer affected by light levels while wearing this robe, and neither do conditions of total light or darkness prevent them from casting. Instead, their magic is modified in the following way:

It is night + 5
It is day time - 5
It is 5 minutes either side of midnight + 10
It It is 5 minutes either side of noon - 10
Under the open sky + 5
Inside or underground - 5
For every 2 Ranks in Astrologer + 1

All modifiers are cumulative.

Starfire
When Preparing Starfire, the stars embroidered on the robe will sparkle. When the spell is Cast, 1 star will fly from their robes per 3 or fraction Ranks. The stars may be dodged (3 x AG or less to avoid) but not Resisted. The star(s) will inflict damage on the first entity or object they strike. No entity may be struck more than once by a single casting of this spell.
Moonstrike
When the Adept Prepares the Fear spell, the crescent moon will glow, and the spell will manifest as a Moonstrike. Cold, silvery light will emanates from the Adept and propagates up to 30 feet (+5 ft per Rank). It is 5 feet wide and may be increased by 1 foot per Rank in the spell.
Anyone who fails to Resist must Roll on the Awe Table, and add the Adept's Rank to the result (this may be doubled or tripled). A result of 51 to 75 inclusive means that the victim has become confused and will attack the nearest entity to them. This may not change their behaviour.
Moonstrike may only be Cast at night.

It may be worn over cloth or leather armour, only.

Witchskin Armour

This armour has a Weight Factor of 2. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth.
However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless it provides magic to the Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.

Jewellery

Shard of a Great Emerald

This beautifully worked pink gold drop earring contains a brilliant, pear-shaped gem cut from a Great Emerald. It encumbers as if it weighted 1/5th of an oz. It is worth 300 tg to a Merchant Jeweller, in addition to any Guild Valuation for its magical properties.
While it must be worn in the right ear to be effective, it may be concealed beneath a fall of hair, a veil, or similar.
The earring encourages entities to believe that the wearer is entitled to be where they are because they are of the appropriate social rank, whether that would be higher or lower than their normal position in society.
Any deception, misdirection or lie that the wearer offers to increase their position in society has an increased credibility of 20.
Finally, once a day, it may be used with either a Charm or Mass Charm spell. This changes the spell slightly so that the target(s) will believe the wearer is a person is of high status, and no resistance is normally allowed against this.

Hellfire Ruby

This ruby is the colour of pigeon's blood and encumbers as if it weighed 1/12th of an oz. It may be worn openly to be Triggered.
This ruby may be Invested with Hellfire (or Witchfyre) at half the cost. This process will take no more than a day.

Ring of Intimations of Luck

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
Once a day, resetting at midnight, the bearer may cast Reading the Tarot (Limited Precognition), Reading the Runes (Limited Precognition), Reading the Night Sky, or Limited Precognition (Ritually Prepared) and store it in this ring.
When the magic is released (requiring a Free Act), the bearer knows something of their future, although the details are hazy and subject to variability.
The bearer's player generates a percentile value for every four Ranks in the precognitive magic, recording the results and order. When the bearer must make a percentile roll, these numbers are used first until all of the rolls are gone or a minute has elapsed since the ring's magic was invoked.

Black Gem of Darkness

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 90% Range: 315 ft Duration: 5 1/4 hrs Rank: 20 Effects: Rank 20 Darkness in a volume of 11,000 cubic feet.

Black Gem of Darkness

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 90% Range: 315 ft Duration: 5 1/4 hrs Rank: 20 Effects: Rank 20 Darkness in a volume of 11,000 cubic feet.

Black Gem of Darkness

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 90% Range: 315 ft Duration: 5 1/4 hrs Rank: 20 Effects: Rank 20 Darkness in a volume of 11,000 cubic feet.

Black Gem of Darkness

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 90% Range: 315 ft Duration: 5 1/4 hrs Rank: 20 Effects: Rank 20 Darkness in a volume of 11,000 cubic feet.

Black Gem of Strength of Darkness

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 55% Range: 160 ft Duration: 2 hrs 40 mins Rank: 15 Effects: +9 PS

Black Gem of Shadowform

This gem may be worn as a brooch and encumbers as if it weighed 1/8th of a lb.
A General Knowledge Celestial spell may be invested in the gem at the usual cost. Once a day, the gem may be Triggered. At midnight, the gem will be reinvested with a new charge.
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: 60% Range: Touch Duration: 8 hrs Rank: 15 Effects: +32 Def, +16 in Close.

Phlyactery of Speed

This scroll has had the power word Shatterwill inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Freely move 4 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  2. Freely move 2 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  3. Freely move 1 more hex in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.


Phylactery of Stagger

This scroll has had the power word Shatterwill inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Break 100: percentiles + 3 x Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  2. Break 100: percentiles + 2 x Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  3. Break 100: percentiles + Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.

Miscellaneous

Cocked Horse

The top of the haft is crowned by a delicately carved horse's head made of bronze, the foot has a pair of 4 inch wheels attached. It weighs 6 lbs.
It may be used as a mattock, having a base Strike Chance of 62% and a base Damage Modifier of +6. A PS of 50 is required to break it. Extra damage as a result of weapon Rank, Warrior Rank, weapon spell Rank stack or excess PS stack. However, the bonuses that accrue from excess PS are doubled.
It is a legal target for an Instilling Flight spell which can be cast directly onto it or stored for later use by the owner. The spell can only be Triggered at night, and when it is, it will transform into a night-coloured horse. Note that concentration will no longer be required to keep the spell active.
The horse has a TMR equal to 1 for every 2 Ranks in the spell, and at heights greater than 15 metres will be able to ride a night breeze, which will carry it and its rider at speeds up to 20 mph (+2 per Rank). The rider's Horsemanship is employed to direct the night-coloured horse (+ Rank in Flying).

Witches Hat

This hat weighs 1 lb, and appears to be the pointy headgear associated with witches.
For every point the wearer's MA exceeds 18, their Spell Armour increases by 1, which is not stackable with any other spell armour effect.


Opera Cowl

This cowl is silver/white on one side, and black on the other. It must be attached by buttons to an uncollared cloak for it to be effective, and will increase its weight by 1/2 a lb.
It takes 1 Pass Action to remove the collar, and 3 Pass Actions to remove, reverse and reattach it to the cloak.
If the black side is worn out

  • an Adept who Casts Flash of Light may cause the spell to propagate over an area that is 30 ft long (+5 ft per Rank) and 5 ft wide (+1 per Rank).
  • the wearer reduces damage from Darkness magic like Blackfire or similar by 3.

If the silver side is worn out

  • An Adept who Casts Fear may target the volume of a Darkness spell that is Rank 10 or higher.
  • the wearer reduces damage from Light based magic like Starfire or similar, by 3.

Sedan Chair of Sea Foam

This sedan chair, when fully unfolded, appears to be made from gilded cedar. It weighs 18 lbs.
Whenever it is the target of the Instilling Flight spell, no concentration is required to maintain the spell, and an internal space large enough for 6 (+3 per Rank) sizes of creatures is created. Inside the heavily embroidered curtains of the chair, the fittings are always dry and the air is always fresh.
While the chair is traveling under the power of the spell, its speed is 5 miles per hour (+ 1 per Rank) and may submerge or ascend at up to 1 hex per Rank per Pulse. It will never, however, let the Adept fly by means of it.
If the proper magical phrase is known, the sedan chair will become a chair of canvas and cane weighing 6 lbs, which will fold into a case 60 x 30 x 9 centimetres. The same magical phrase uttered backwards will cause the canvas and cane to assemble into the sedan chair.

Belt of Shadows

This belt weighs 1 lb, and will fit anyone larger than size 4.
Once a day, the wearer may change the quality of a blow:

  • A Specific Grievous Injury will be become a Direct Blow to EN
  • A Direct Blow to En will become a Hit
  • A Hit will become a miss

if they are under the effects of a Shadowform at the time.

Dire Ermine Cloak x 2

This fur lined cloak has a weight factor of 1/2, reduces damage from cold by 2 and increases the effective temperature gauge by 2 to a maximum of 7.

Allies

Sinnamon

This interlocking set of brass bracelets in the shape of a snake is set with amber, alabaster and jet. They weigh 1/2 lb.
It must be worn on the right arm for its magic to be effective, and requires a Pass Action. It may be worn beneath loose fitting clothing (but not beneath a bracer, although it could be worn over one).
When it is activated, the bracelets transform into a snake about 1 metre long and with Colour Shifting scales called Sinnamon. Once active, she will be active for Rank in the Finding Familiar Ritual hours (i.e. not at all if Rank is 0).
While she is active, she is an additional familiar (i.e. she does not displace any other familiar(s) the Adept has), although this does not necessarily mean that they will get on.
The Adept who she serves does not take a Pass Action to Farsense, although they must still spend the appropriate amount of time to activate the Talent. Both Adept and Sinnamon may communicate over this link so long as the Adept can speak with snakes.

Sinnamon
Description
Normally, when not Colour Shifting, Sinnamon is a delicate creature, with vibrant bands of orange, cream and black. Her eyes are the same colour as the sky. She may not have eyebrows but she can deliver a withering stare so sere and dessicant as to dry the mouths of even senior adventurers.
She is, perhaps, not terribly brave, but she is loyal, once her affections are won. She is fond of turkish delight and having her belly scales scratched. So long as it's done in a respectul way, of course. Also, velvet cushions. One can never have enough velvet cushions. Or sherbet. And pipers, O and those little candied mice you can get from Adjepbar...
Abilities
Like some snakes, Sinnamon has rudimentary infravision, average hearing and eyesight, a poor sense of smell but good senses of taste and touch. Her infravision, although rudimentary, is not impeded by presence or absence of visible light, so it may be used in volumes of Rank 20 Light or Darkness.
Although she does not generate poison herself, she can store 2 doses of the Herbalist Mild or Strong poison in special sacs, injecting them when she does effective damage with a bite.
Her base Stealth is 69 and may be increased by her Rank in the Adventuring Skill, Colour Shifting. This has an Experience Multiple of 500 and adds 5 per Rank to Stealth. The Adept's Stealth adds an additional 3 per Rank. Because of the Colour Shifting property of her scales, she may attempt Stealth in plain sight, if she is unobserved before she makes the attempt. Such an attempt attracts a penalty of 6 x the observer's Perception.
She can pass through an opening 3 centimetres wide and a centimetre high.
Movement Rates
Crawling: 150
PS: 10 MD: None AG: 16 MA: 15 EN: 10 FT: 17
WP: 16 PC: 16 PB: 11 TMR: 3 NA: Scales absorb 1 DP
Weapons
Sinnamon may bite. Poison occurs after effective damage.
Bite: BC 65%, [D + 1] , Close, Adept's Rank in Unarmed.
Poison: Per Herbalist Poison Draught.

Finally, Sinnamon is a weapon. She allows the Adept to make one free Unarmed Strike in Melee or Close. This attack occurs on Sinnamon's Initiative Value, as modified by the Adept's Rank in Unarmed. Her PS and AG are summed and added to the Adept's Strike Chance. The base Damage Modifier is + 1, and may inflict poison damage if effective damage is done.
While she shares the same hex as the Adept, whether as bracelets or as a snake, Sinnamon is always considered out of range of magic, unless she chooses to accept it.

Eglantine

Description
Eglantine (or Eg) is a juvenile gryphon, and, at the moment, looks a lot more like a downy doberman pinscher with with small, useless wings than the mighty predator of the skies she is destined to become.She is less than a year old and has not developed as her parents expected. She has no Treasure Sense, which they find deeply embarrassing.
Eg is irrepressibly enthusiastic about everything, and if asked to do something, will make it the focus of her entire attention. She is particularly fond of sports, and would like nothing more than to take part in a healthy outdoor activity that involves curved sticks and small, hard balls in the company of other enthusiastic girls. She is, perhaps, a trifle naïve and would be deeply wounded by treachery. She is not a vindictive creature, as evidenced by her lack of venom at her family's treatment of her.
Abilities
Eg has the peculiar ability to return to the egg by taking a Pass Action, which, although made entirely of agate, weighs 2 lbs and is about 12 centimetres across.
The egg has the same properties as a grenado, and may be thrown llke one. In fact, Eg will improve its performance by adding her Agility to the thrower's Strike Chance. A similar effect may be observed when playing lawn bowls.
Note:
If the egg were lost or destroyed, it would cost 8,000sp to buy enough agate, and the skills of an Artisan Jeweller of Rank 8 to craft a new one. The entire process would take a month.

Eg is Summer/Air aspected, and, as everyone knows, gryphons, pass through their life stages on the Summer Solstice

Before Summer Solstice 813
Abilities
Eglantine knows these languages
Goblin 4; Common: 4; Ogre 4;
Movement Rates
Running: 350
PS: 12 MD: 15 AG: 16 MA: 6 EN: 18 FT: 22
WP: 12 PC: 12 PB: 12 TMR: 7 NA: Hide absorbs 2 DP
Weapons
Eg may use her beak and both claws without penalty.
Bite: BC 84%, [D + 1], Melee & Close, Rank 1.
Claw: BC 79%, [D + 1], Melee & Close, Rank 1.
Summer Solstice 813
Description
Eg has the typical plumage of a gryphon, but is still largely land bound, being still quite clumsy in the air. Nevertheless, she is about the size of a lion.
Abilities
Eg can glide but can only climb if she can find updraughts. Her movement rate while Gliding is 350 yards per minute, and her glide rate is 7:1, meaning that she will lose 50 yards of height every minute, unless she can find an updraught.
Movement Rates
Running: 350, Gliding: 350
PS: 20 MD: 16 AG: 17 MA: 7 EN: 22 FT: 28
WP: 13 PC: 15 PB: 11 TMR: 7 NA: Hide absorbs 4 DP
Weapons
Eg may use her beak and both claws without penalty.
Bite: BC 89%, [D + 2], Melee & Close, Rank 2.
Claw: BC 84%, [D + 2], Melee & Close, Rank 2.
Summer Solstice 814
Description
Eg is nearly full-grown, but appears distinctly coltish and frail looking.
Abilities
Eg can fly, but is not yet strong enough to bear a rider.
Movement Rates
Running: 250, Flying: 400
PS: 28 MD: 17 AG: 18 MA: 8 EN: 26 FT: 31
WP: 14 PC: 19 PB: 10 TMR: 5/8 NA: Hide absorbs 5 DP
Weapons
Eg may use her beak and both claws without penalty.
Bite: BC 94%, [D + 3], Melee & Close, Rank 3.
Claw: BC 89%, [D + 3], Melee & Close, Rank 3.
Summer Solstice 815
Abilities
As above
Eg can fly, and bear a rider, who receives + 15 to their Horsemanship or Flying chance.
Movement Rates
Running: 200, Flying: 500
PS: 36 MD: 19 AG: 20 MA: 9 EN: 30 FT: 35
WP: 16 PC: 22 PB: 8 TMR: 4/10 NA: Hide absorbs 6 DP
Weapons
Eg may use her beak and both claws without penalty.
Bite: BC 96%, [D + 5], Melee & Close, Rank 3.
Claw: BC 95%, [D + 6], Melee & Close, Rank 4.

Lore

Phoenix Fern

This fern is pale green, almost the colour of a lemon, with brilliantly purple fur growing around the edges. On the underside of the fronds, dull brown spores can be found in Autumn.
The plant is somewhat temperamental and needs a little care. It cannot abide an arid environment, and requires a warm, moist, heavily shaded position. In terms of maintenance, the plant requires 240 hours of care a season, divided by the Ranks of all the Herbalists tending it. The least amount of time that must be spent cultivating it is 16 hours and if this maintenance time is not met or exceeded, it will wither and die.
A very few of the brown spores turn red and transparent like ruby glass if the fern is tended by a Herbalist of sufficiently high Rank. They have the following special abilities:

  • they may be used as the very rare herb in a Resurrection Draught.
  • they do not deteriorate once they have been harvested (although the Resurrection Draught deteriorates in the normal way).

As many of the special spores can be harvested in Autumn as the tending Herbalists have Ranks in excess of 8. Thus, a Rank 9 Herbalist may harvest 1 spore, a Rank 10 Herbalist may harvest 2 spores.

Abilities

An Eye for Class (T-EC)

Range: 25 ft + 5 / Rank
Experience Multiple: 50
Effects: Rahne may evaluate an entity by spending 400 - (Rank x Rank) seconds observing them. At Rank 20 she can tell at a glance.
She can tell either:

  • their general social rank
  • their relative importance to society
  • if they are Disguised. However, in this case, her Rank in the Talent must equal or exceed the Rank of the Disguise.
Note that a sewer worker will have a reasonably high relative importance to society and a very low social rank. The reverse is likely true for most nobility.

Spirit Vision (T-SV)

Range: 50 feet + 10 / Rank
Experience Multiple: 200
Effects: Bromli may attempt to see into the spirit world. He can see spirits, such as the souls of the dead (which normally remain close to their bodies for 3 days before travelling to the lands of the dead), those travelling outside their bodies (e.g. via the Spell of Visitation or the Herbalist Potion), incorporeal or insubstantial undead etc. (e.g. a vampire in the form of a cloud of mist as an undead spirit), insubstantial Fae (e.g. dryads, sylphs), summoned spirits (e.g. whispering wind, speak with dead).
This vision is blocked by material objects (even if invisible) and magical darkness of Rank 20. Although the Adept cannot normally see the spirit of a living being (inside their body) they may, at the GM's discretion, gain some inkling into a character's soul should they have attracted any spirit followers.

Starways

Range: Rank x Rank x 2 miles
Duration: Variable
Experience Mult.:250
Base Chance:25%
Resist:None
Storage:None
Target: Entity
Effects: The spell may only be cast under the open sky at night. The Conjuror may transport a number of entities equal to their Rank in Astrology across the night sky, by crossing the insubstantial paths of the stars. The distance actually travelled is the percentage of the night spent travelling or less. If the spell is cast at midnight, then only half the distance will be covered, and so on. When the spell's duration has been exceeded or they have arrived at their destination, all traveling entities descend harmlessly from the heavens as if they were falling stars.
The conjuror must ensure that they have sufficient duration, particularly when crossing hostile terrain. The consequences may be dire if, for example, they attempt to cross a large body of water.
Double and Triple Effects may be applied to the distance travelled.

Witchfyre

Range: 10 ft (+5 ft per Rank)
Duration: Immediate, during Pulse
Experience Mult.:650
Base Chance:5%
Resist:Active, Passive, 1/2 damage
Storage:Investment, ward, magical trap
Target: Entity, volume
Effects: This invisible, emerald fire attacks 1 entity per 3 or fraction Ranks, inflicting D10 + 2 per Rank damage, and penalises Magic Resistance by 5 (+ Rank). Whoever successfully Resists takes half damage.
It may be used to ignite a Wall of Thorns, in which case it will instantly acquire the abilities of a Wall of Fire of the same Rank. The flames, however, will always be green.
At Rank 20, the spell may be cast as a pillar of green flame 40 ft high and 15 ft in diameter.

The Shape of Battle

This shape is Ranked as an Individual True Name, and the duration is 1 minute + 1 minute / Rank of the spell.

Stat Modifier Actual
PS + 1 per 4 Ranks
MD + 1 per 4 Ranks
AG + 1 per 4 Ranks
EN + 1 per 4 Ranks

The Adept's body changes and their armour is subsumed into protective scales that bear some resemblance to their original form. Horns sprout from their forehead, spurs from their forearms, legs bend backwards, their feet becoming hooves, and they grow a muscular tail.

Weapon BC DM Class Use
Spur 65 +2 B MC
-A Prepared Shield prevents a Spur attack with that arm
Horn 55 +3 A C
Tail 65 +2 B MC
-The Adept may strike without penalty into their rear hex with their tail
-The Tail will succeed in an Entangle if the Adept rolls 15% of their (Modified Strike Check + 20)

Strike Chance, Initiative Value and Damage Modifier are modified by the Adept's Rank in Unarmed Combat.
The Adept may make an additional Strike at Rank 10 (in the ITN) at -10 to their Initiative Value and again at Rank 20 (in the ITN), at a further -10 to their Intiative Value. However, no weapon may be used more than once in a Pulse. For example, an Adept who knows the ITN at Rank 20 is armed with a battleaxe. They may make a multi-hex strike with the axe as their first Action, then attack with a spur as their second. Their last last attack cannot be with the axe or spur, but they could attack with their tail.
Size may be increased by 1 per 4 Ranks (in the ITN), and this growth will increase their TMR by 1 at Ranks 10, 15 and 20 (in the ITN).
It takes 21 Pulses to transform after the spell has been cast, - 1 Pulse per Rank of the spell.

Wall of Thorns - Hedge Maze

Range: 15 feet + 15 / Rank
Duration: 5 seconds + 5 / Rank
Resist: Active, Passive
Target: Area
Effects: This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.
Example:
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.
At the end of the spell, the target reappears in their original hex (they are displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm would follow the target into the maze, Agony wouldn't). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.