A Walk in the Black Forest: Treasure

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Consumables

Grenadoes

Amorphous Water Balloons

This small sack is woven from glass and magically kept in a 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
Black Forest Summer 815 New Terra Alchemy Void Crafting 3,000sp px50 Jim Arona 021 076 9376


Amulets

Trumps

Sticks

Potions

The Suspension of Fire upon Water x 17

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:

  • onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
  • into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.
  • into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Fire & Water 8,000sp px50 Jim Arona 021 076 9376

The Consummation of Fire and Water x 24

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through ¼ inch of metal or stone per pulse.
1 inch of material like wood or bone per pulse.
1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Fire & Water 13,000sp px50 Jim Arona 021 076 9376

Yellow Potion of Health x 20

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Mind 4,000sp px50 Jim Arona 021 076 9376

Slap x 13

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Restoration 1,000sp px50 Jim Arona 021 076 9376

Healing Potion x 12

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Sorceries of the Mind 7,500sp px50 Jim Arona 021 076 9376


Potion of Refined Wolves Blood x 23

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber receives a special enhancement to their Actions so that

  • a Strike Check in excess of 70 + MD is a miss
  • a miss is otherwise a FT blow
  • a FT blow is treated as a blow directly to EN
  • a blow directly to EN is considered a possible Specific Grievous Injury
  • in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible.

This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:

  • a roll in excess of 70 + MA is a backfire. If this is also a success, both are applied
  • a failure is a success unless it is a backfire, in which case it's just a backfire
  • a success is a double effect
  • a double effect is a triple effect or two different double effects
  • a triple effect is two different triple effects

Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. Taking the potion does not require the imbiber to take advantage of its special properties, but they must declare that they are not before rolling dice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Blood 9,000sp px50 Jim Arona 021 076 9376

Potion of Strength of Stone x 8

This potion weighs 4 oz, and must be Prepared before it can be used.
Once taken, the potion increases the imbiber's EN by 15 for 16 hours.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Tanuel Formerly living Earth 4,000sp px50 Jim Arona 021 076 9376

Potion of Greater Healing x 15

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Tanuel Formerly living Healing 5,000sp px50 Jim Arona 021 076 9376

Counterspell Potion x 3

This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
If a Namer takes this potion, their counterspells apply against a Branch of magic rather than a specific College, but the bonus to MR is divided by 3. Counterspells can still be used to banish, dispell, dissipate or prevent Casting, but in this case, the College and body of Knowledge counterspell must be specifically nominated by the Adept.
If a non-Namer Adept takes this potion, then they can cast their Counterspells without Preparing them.
If a non-Adept takes this potion, they increase their MR versus all College magic by 10.
This potion lasts 8 hours.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Alusia Magical Naming Incantations 4,000sp px50 Jim Arona 021 076 9376

Phial of Poison Inversion x 6

This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Sparlainth Magical Poison 6,000sp px50 Jim Arona 021 076 9376

Potion of Pentecost

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next Solstice or Equninox, whichever comes first, or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Black Forest Summer 815 Lands of Chaos Magical Communication 5,000sp px50 Jim Arona 021 076 9376


Sanctuary

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
It will only work for an imbiber who has an honourable reputation.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while the imbiber is not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Magical Benediction 2,000sp px50 Jim Arona 021 076 9376

Poisons

Blade Venom of the Marsh Cobra x 3

This robust phial weighs 3 oz. Its contents must be Prepared before anointing a blade, arrow or bolt with it. The effect of this blade venom is to halve the PS, MD, AG and EN value of the victim on a blow that inflicts damage to EN. The process is gradual, taking about half an hour, and is not resistable. It will take at least an hour for the victim's body to fight off the toxins, at which time they must roll under 3 x their base EN to recover. This will take about half an hour or so.
If the EN check is not made, then they must wait until dawn the following day to attempt to recover. However, their chance is now 3 x (EN/2). If this fails, they lose 1 EN point, and can only attempt to recover on the following dawn, the chance being 3 x ((EN-1)/2), and so on until they recover or die.
If the victim is gathered while the venom is still in their body, and the blood from their heart poured out, then a special property may be extracted therefrom. On most occasions, this ichor will be congruent with some or all of their Aspect, either the Season Stars or Elemental parts, or entirely if Lunar, Solar, Death or Life Aspected.
Rich experiences of life increase these properties. A non-adventuring mortal would only have 1 such quality, a beginning adventurer about 3, a medium level adventurer as much as 15, a high level adventurer would return more, even, than this.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Sparlainth Formerly living Serpent 3,000sp px50 Jim Arona 021 076 9376

Bullet Venom x 4

This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Weird Science Fractals 2,000sp px50 Jim Arona 021 076 9376

Invested Gems

Other Invested Items

Raygun of Cold x 4

This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder's MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.
The target's Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.
The weapon can be swung like a light war hammer or military pick at the wielder's discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.
The weapon may be reloaded by using a Pass Action and an Amorphous Water Balloon

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra None Weird Science 12,000sp px50 Jim Arona 021 076 9376

Nazi Zombie Anti-Virus

This ampoule contains a blue fluid which, when DAed, has an aura strength of formerly living and is a legal target for the Animation of the Dead spell.
If injected, the subject will fall ill and suffer 'flu-like symptoms until they recover. Each day they are ill they may roll their EN or less, success indicating recovery. Each day they fail, their EN is reduced by 1. The attentions of a Healer or physician but not a barber, allow the subject to subtract 10 from the die roll result.
Any survivor of the illness is immune to the effects of the Nazi Zombie virus.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Weird Science Quest px50 Jim Arona 021 076 9376

Crystals

Charms

Pureheart Charm

This scrap of parchment weighs ¼ lb and contains three charges of the Pureheart Charm. It does not need to be read out, in fact the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home.
When the charm is spoken aloud, the number of charges is reduced by 1 wherever they are, and it may not be uttered again until after the next dawn. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'My strength is as the strength of ten because my heart is pure!'
It will not work for anyone whose heart could not be reasonably considered pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.

Firearms

Luger

This pistol weighs 2 lbs and is about 9 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes.
The magazine holds 8 9 mm parabellum rounds.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None None Quest px50 Jim Arona 021 076 9376

Mauser C96

This submachine pistol weighs 2.5 lbs and is about 12 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.
The magazine holds 30 9 mm parabellum rounds.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None None Quest px50 Jim Arona 021 076 9376

Other

Coffin Nails

These cigarettes are so black as not to reflect any light. The tobacco is dark, fibrous and moist, and when it burns, smells of burning boot leather.
They may be used to create a miracle pool for a cunning master plan. The consumer comes up with a plan and re advised to make it as as general as practical. Key elements may need more explanation as the DM sees fit.
Having determined the plan, the consumer may choose to smoke a Coffin Nail, sacrifice 1 or more PC points to provide a reroll should their alarms fail or some secure line of communication fails to resist being decrypted.
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more WP points which will provide a reroll for each of their hench entities if they succumb to threats, bribes or seduction, fail to obey instructions, keep to their assigned timetable or attempt to flee combat.
The consumer may choose to smoke a Coffin Nail, sacrifice 1 or more EN points, which will provide a reroll for anything else that fails.
Once the PC, WP and EN points have been spent, the consumer may choose to specify what they are guarding against, and the DM is enjoined to be generous in this. Or, they can leave it in the hands of the DM who will make determinations based on their understanding of the situation.
All PC, WP and EN points may be bought back in the normal way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living plant Uncertainty Quest px50 Jim Arona 021 076 9376

Metal

Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.

It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way.
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.

Itemisable Octohedrite

27 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith.

Octohedrite

15 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith. They may never be Itemised.

Barbed Mithril

6 lbs of barbed mithril

Barbed Ithildin

6 lbs of barbed ithildin

Balrog Bits

Balrog Fork

The fine spinal segments of the balrog may be fashioned into a weapon that will collapse down and lock into a form somewhat like a trident. It is 7 feet long and weighs 5 lbs. The three tines are barbed and when unlocked, allow the wielder to use their MD to grab at things. Fine manipulation is not possible.
The fork is considered a 1 or 2 handed pole weapon. The base Strike Chance is 61%, the base damage is 2 rollup D10 + 3, inflicts A, B or C Class damage, and provides an Engaged Initiative Value bonus of 12.
The wielder may take a Free Act and change the properties of the weapon, so that it is a long, flexible chain weapon with a claw-like appendage. This will reach up to 5 hexes away, and may deliver an attack or grab something about the size of a human limb or head.
In this form, the base Strike Chance is 47%, the base damage is 1 rollup D10 + 5, and the weapon inflicts B or C Class damage. If a grab is attempted, the wielder must successfully Strike the target and make a 3 x MD check - distance in feet. Those grabbed by the weapon may attempt to shrug it off by attempting a withdraw from Close combat manoeuvre.
The weapon is Ranked as a Lasso, the PS minimum to wield is 14 and the MD minimum is 18. Strike Chance increases according to the following schedule:

Rank
  0   1 2 3 4 5 6
0 + 2 + 3 + 5 + 7 + 11 + 13

Balrog Tail

The cord from the balrog's tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime and a successful Strike, the whip cracks for an extra rollup D10 damage.
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.
Bonuses to PS do not increase the damage of this weapon.

Balrog Scale

The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.
They may be made into bucklers, small round or large round shields of the following properties:

Shield Weight DEF per Rank MD penalty
Buckler 1.5 lbs 3% 0
Small Round Shield 2.5 lbs 4% -1
Large Round 5 lbs 5% -2

Balrog Claws x 8

These claws may be shaped into blades that will not allow a hilt to be attached. Magical throwing knives can be made from them, with the following base properties:

Strike Chance: 53%, Damage: roll D10. 1 - 4 = 5 damage, 5 - 7 = 10 damage, 8 or 9 = 15 damage, 10 = 20 damage. The daggers inflict A or B Class damage and their maximum range is 12 hexes.

Once they have been thrown, they turn to smoke and stream back to their sheath, which takes about 3 Pulses.

Balrog Spurs x 2

These curved, hornlike blades are 19 inches long and have a reverse blade like a cat's claw. They may not be thrown, but may be wielded as magical daggers and they have otherwise normal properties, except that they inflict A or B Class damage.
If wielded together, then the wielder is considered ambi-dextrous, their base Strike Chance is 47% and base damage is 2 rollup D10. However, Strike Chance is increased by 7 per Rank instead of 4, and if one dagger misses, then it will deliver a FT blow. If the Strike Check is successful and it is a prime number, the spur detonates for an extra rollup D10 damage.
If both miss, nothing special happens.

Balrog Sinews

The sinews may be woven into a fine but incredibly strong line which has a breaking strain of 2 metric tonnes. It is 90 feet long, and weighs 3 lbs.
If the user takes a Pass Action, the line will turn to a wispy thread of smoke and pour itself into a pouch, which will take about a Pulse.

Balrog Eyes

These transparent, watchful, oval crystals of red and black may be enchanted with the Create Crystal of Vision Ritual. Once a day, it may be used as a Crystal of Vision or as if a Ritual of Flame Sight had been successfully performed, but not both.
Infravision and Pyrogenesis may be used through the crystal, range counting from the point of view.

Balrog Teeth x 36

These teeth are very hard, and each one weighs half a pound.
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Flame of Udun 2,500sp px50 Jim Arona 021 076 9376

Weapons

Viridian Wing

This fan is folded from the wing of an enormous butterfly. The pleats are iridescent and alternately dark green and dark blue. Indeed, by holding it at the appropriate angle to the light or moving it just so, it may appear to be any shade between the two colours.
It will magically harmonise with the wearer's other clothes so that it contrasts strikingly or matches dynamically with them. Although this does not increase their PB, it does positively affect their social prestige so that, at the DM's discretion, others believe them to have started an exciting new fashion trend. This will be implemented in the style that the DM prefers.
It may be wielded as a shield, although using the same values and Experience cost as a main gauche. The base Strike Chance is 47% and it inflicts D10 + 2 C Class damage. The fan's Defence bonus applies to ranged attacks and if an arrow would successfully strike the wielder, the fan may be used to cut 1 physical bolt or arrow per Pulse by taking a Free Act and Breaking 100 -> 2 x MD + Rank in Fan.
Once an evening, the Fan provides protection from being overheard at a social gathering. To prevent a conversation from being overheard, the wielder must Break 100 -> Rank in Courtesan + Rank in Fan + PB. The number generated over 100 indicates the number of Pulses of private conversation.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Formerly living Folding 8,000sp px50 Jim Arona 021 076 9376

Bone Saw

This surgical bone saw weighs 18oz, has a sharp point and a serrated edge. It may only be wielded by a Healer as a dagger, although a physician or barber can use it to cut bone. This weapon may not be thrown.
As a weapon, it has a base Strike Chance of 53 and inflicts D + 3 base damage. This is increased by 1 for every four Ranks in Dagger and Healer. The weapon inflicts A & B Class injuries. The wielder subtracts their Rank in Healer from the die roll result of the Strike Check.
In addition, if the wielder spends 3 FT, they may inflict D10 - 5 + Rank in Healer damage directly to EN, the FT cost being spent on a successful Strike Check.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Magical Flesh Crafting 12,000sp px50 Jim Arona 021 076 9376

Dusk Blades & Sheath

This scaled leather sheath contains three Dusk Blades and the entire thing weighs 1 lb. These Dusk Blades are daggers but may only be thrown, and have the following properties:

The blades never lodge in a wound, although they may be envenomed, and fade once they have inflicted their damage
Three attacks may be made on the same or different targets in the same Pulse without penalty
If worn on a bandolier or the like (i.e. in an obvious, easily accessible place) they need not be Prepared before being used.
The base Strike Chance is 57%
The base Damage Modifier is D10 + 1. However, if a non-prime number is rolled on the damage die, it is doubled.
They are treated as missile weapons, not thrown, for the purposes of calculating range penalties
Blows directly affecting EN are inflicted on 20% of the modified Strike Chance, Specific Grievous Injuries on 10%
They are A Class weapons, but if a Specific Grievious Injury is checked for, any result that ends in a 3 is considered to be 13
The blades return to the sheath on the occasion of the next dusk
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Magical Dusk 8,000sp px50 Jim Arona 021 076 9376

Armour

Three Star Robe

This loose robe is made of quilted turquoise silk with stars picked out in golden thread. Three of the stars, clustered over the heart, sparkle as if mirrors have been bound inside the thread. It has a Weight Factor of 1 and may be worn over leather or cloth armour, only.
It provides 7 points of Spell Armour, a bonus of 3 to MA and 5 to Magic Resistance and Defence. In addition, a mirrored blade that behaves like a throwing dagger, may be drawn from each of the three stars. They take no time to Prepare and are treated as Missiles not Thrown Weapons. They may not be used in melee. Each blade has a 53% base Strike Chance, damage is 2 rollup D10 and the maximum range is 8 hexes. If no damage is inflicted, the blade returns to its star 2 Pulses later. If damage is inflicted, then this additional effect is applied:

Fu Blade - the blade will shatter and the target must read all of their die rolls in the least advantageous way for the next 2 Pulses.
Lu Blade - the blade will shatter and the target loses all benefit of leadership, i.e. they no longer get the benefit of a Military Scientist. If they are the Military Scientist, none of their followers listen to them.
Shou Blade - the blade will shatter if any damage is inflicted but it is ignored. The target will not die regardless of the damage they take until a number of Pulses equal to the damage "inflicted" has passed. Having their head cut off, however, will definitely kill them.

Shattered blades are restored after lunch on Fridays.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Westover Living Plant Ginsu 15,000sp px50 Jim Arona 021 076 9376

Transuranian Fur Coat x 3

This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Living non-sentient Disguise 12,000sp px50 Jim Arona 021 076 9376

Snakeskin Leather Jacket

This light leather jacket is sized for a human and weighs 3 lbs. It provides 7 points of Protection and 3 Spell Armour.
A point of Damage Reduction may be bought for the jacket by sacrificing a point of EN to it. This may be increased once per season or adventure, whichever is less, by sacrificing double the amount of EN previously spent. This EN may be bought back in the usual way.
The scales absorb ambient sound and have minor colour shifting properties, increasing the amount of benefit the wearer gains from Stealth by 7 per Rank as opposed to 5.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Serpent 13,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Dellith's Mind Crystal

This crystal weighs 10 oz and is about 15 cms long. If it is inside the area of an ESP, Telepathy or overlapped by a Mind Speech spell, it will begin to glow. The brightness of the light will depend on the Rank of the spell. Treat the Rank of the light equal to the Rank of ESP, Telepathy or Mind Speech spell, less five.
As a consequence of being subjected to strange energies from outside space, its properties have been enhanced and Dellith may take a Pass Action and channel a point of Purity into it. A blazing, aurora-like field, bright enough to read by, will surround her which will absorb the first spell damage per Pulse equal to her Rank in the Expel Magic Talent. This may be ended at will, but otherwise will last for five minutes.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Strange 14,750sp px50 Jim Arona 021 076 9376

Cigarette Case

This cigarette case is made of highly polished bronze and weighs 10 oz. It has room for 20 cigarettes and contains 11 thin, moist cigarettes, all as black as sin.
The cigarette case will void all damage from a single attack once per season, resetting on the next solstice or equinox.

Mastermind Cigarette Holder

This cigarette holder appears to be made of onyx, or some other dark, glassy material (not obsidian). One end has a recess for placing cigarettes which is made of intensely white silver.
Whoever smokes a cigarette with this holder will be able to get away with doing so while putting a hand on one of their hips. Indeed, they will, generally speaking, attract the admiration of those who observe him.
The possessor of the holder is considered lucky with respect to administering any involved or complicated master plan. When there is some question as to whether a schedule will be adhered to, a deadline met or that an instruction might have been misunderstood, then the DM is expected to give the owner the 'benefit of the doubt'. In addition, they may smoke these cigarettes and pay 1 half the normal EN, WP or PC cost, minimum 1.

Hypercube Oven

This hypercube is 2 ft x 2 ft x 2 ft and weighs 24 lbs. It may be folded into itself, halving each dimension and quartering the weight each time. If it weighs less than half a lb, it may be difficult to open and require a Break 100 -> 2 x MD roll.
However, it is a fully functioning oven at full size and increases the Force or Rank of magic that arises from kitchens by 1. It is somewhat bulky and in general may not be deployed on the battlefield in the normal course of events. However, it is the home of a friendly but corpulent Fire Elemental called Lapsang Suchong.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Magical Void Quest px50 Jim Arona 021 076 9376

Transuranian Pocket Robe

This white robe is sized for a creature of size 7 but may be cut down by an Artisan Tailor of Rank 8. it will take 7 days per size category to cut it down to fit someone of smaller size, and they will charge 2,000 sp per week for their labour. The Weight Factor is 1. It inflicts a penalty to Stealth of 30 in any environment except Arctic, where it provides a 10 point bonus.
It is loose, light and may be worn over leather or mail but not plate armour.
The robe has 10 pockets, each of which may contain an object of not more than 5lbs in weight and which has two dimensions no greater than 4 inches.
Objects placed in the pocket weigh nothing and may be found unerringly by the wearer and with no more than a Free Act.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Magical Void 6,000sp px50 Jim Arona 021 076 9376

Transuranian Belt

This belt weighs 5 lbs and is made from five 5 inch by 2 inch sections of a pale blue transparent glass, joined by dark green opaque links, also made of glass. It may be draped over a shoulder by threading through a sturdy epaulette, or worn around the neck like a stole and strapped into position on armour, but must be securely attached. The glass is as tough as steel and as flexible as willow.
If the wearer spends 1 FT, this belt reduces their weight down to 1/3rd, 90 lbs becomes 30 lbs, etc. This effect lasts for 10 minutes, and can be renewed as long as the wearer pays the FT cost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Magical Force 8,000sp px50 Jim Arona 021 076 9376

Crown of Mentacles

This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:

  • +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
  • Telekinesis costs 1 less FT to cast.
  • 5 is subtracted from the die roll when casting Disruption.
  • Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
  • Force Shield gains an extra point of Defence for every two Ranks.
Mentacles

The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.

  • By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
  • The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
  • If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
  • Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
Example

An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Formerly living Telekinesis 30,000sp px50 Jim Arona 021 076 9376

Crown of Telepathic 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 magic of a telepathic nature (Telepathy, ESP, Mental Attack, Hypnotism, Phantasm).
  • 5 is subtracted from the die roll when casting Mental Attack.
  • Phantasm may be cast as a spell with a duration of 5 seconds (+5 per 2 Ranks).
Mentacles

The Adept may manifest telepathic tentacles, or mentacles, by casting ESP on the crown. There are five of these mentacles and they are unseeable to anyone except those who know the ESP or Telepathy spell, and likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in ESP + WP feet.

  • If the Adept Breaks 100 -> 2 x WP + modified MA - Target's WP, they have established a form of limited mental contact with up to 5 targets. Even if they cannot be seen or otherwise detected, so long as they are within range of the mentacles, the targets may legally be targeted with any of the telepathic spells listed above.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Formerly living Telepathy 40,000sp px50 Jim Arona 021 076 9376

Crown of Telepathic Mentacles v 1.1

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 magic of a telepathic nature (Telepathy, ESP, Mental Attack, Hypnotism, Phantasm).
  • 5 is subtracted from the die roll when casting Mental Attack.
  • Adept halves their target's Magic Resistance when the Ritual of Binding Wills is Cast upon them.
Mentacles

The Adept may manifest telepathic tentacles, or mentacles, which writhe through their body, working on draining their physical form to power their mental abilities. 1 point of PS and MD are drained every day until Racial Minimums are met. For every point that PS is permanently reduced, WP is increased by 1, for every point that MD is decreased, MA is increased by 1.
This loss is permanent and reduces the stats maximum. For every 10 points of WP, the Adept may maintain an extra Concentration magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Formerly living Telepathy 40,000sp px50 Jim Arona 021 076 9376

Severe

This is a mail gauntlet for the left hand made of truesilvered orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
The Individual True Name of this gauntlet is Severe, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell.

  • While the spell is active on Severe, then the wielder may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:
Rank Wielder is Pass Actions
0 - 3 active 1
4 & 5 active 2
6 & 7 stunned, dazed etc 2
8 - 11 stunned, dazed etc 3
12 stunned, dazed etc 4
13 - 15 unconscious 4
16 - 19 unconscious 5
20 dead 5
  • The wielder's PS and MD are raised by 6 for the left hand only.
  • As a cestus, the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal and always impolite.
  • Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.

If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.

  • The wearer may determine by touch whether an object or entity is not native to the present realm, or if a place is a dimensional portal, middlemarch or similar. They must Break 100 -> MD + PC. Only one such attempt is allowed per place, object or entity.
  • The wearer may Prepare and Cast the Banishment spell as a single Pass Action. Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
A distant bell will toll on these occasions.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Spite Crafting 25,000sp px50 Jim Arona 021 076 9376

Crane Embroidery

This circular, 20 cm wide patch of a crane embroidered in white and red on a black background must be sewn onto the back of a silk over-robe or kimono of any colour except yellow. This may be worn over metal armour. It is a legal target for the Ritual of Enchantment. Instead of Black Myrrh, however, lotus oil costing 200 sp per Rank must be burnt.
For the duration of the Ritual, the wearer if a woman, receives the following benefits:

  • Once per day they may transform into a crane for a period of 1/2 an hour (+ 1/2 an hour / Rank of the Ritual):
Description
This crane stands 5ft 2in tall, weighs 10 kgs and has a wingspan of 8 feet. It requires an area at least 10 feet wide to fly, and a space this close will require Flying checks.
Special Abilities
Cranes are largely unaffected by the effects of high altitude, nor do they suffer any penalties from normal weather that is no worse than sub-arctic.
Movement Rates
Flying: 475 Running: 200
PS: 10 MD: 16 AG: 17 MA: Adept EN: 8 FT: Adept
WP: Adept PC: Adept PB: 11 TMR: 9/4 NA: Feathers absorb 1 DP
Weapons
Cranes can attack only in Close Combat with their long beak (BC 40%, D10-3 damage).
Flight properties
At heights in excess of 13 metres, crane's movement rate increases to 30 mph and they can climb at an angle of 30°. However, this is taxing and costs 1 FT every 20 minutes.
Gliding is not taxing. The glide ratio is 16:1 and the movement rate 30 mph (+2 mph / Rank in the Adventuring Skill, Gliding).
Flight ceiling is 6,000 metres
  • The wearer receives a 10 point bonus to any activity involving dancing.
  • Once per season, they may determine whether or not a couple are truly in love.
  • They may bless those truly in love so that they may modify the die roll result of an Action they take in support of each other by the Rank of this Ritual. This lasts for 1 (+ 1 per 10 full Ranks in the Ritual) Actions. The wearer is awarded a Fidelity point by the DM in such circumstances.
  • They may modify the die result of a "Luck" roll by the Rank / 2 of the Ritual. This costs a Fidelity point.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Formerly living Chrysanthemum 9,000sp px50 Jim Arona 021 076 9376

Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.


Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Lands of Chaos Formerly living Spell Storage 10,000sp px50 Jim Arona 021 076 9376

A Stone from a Plover's Nest

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Spell Racks

Crystal Spell Rack x 4

This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a spell rack.
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Meta-magic 3,250sp px50 Jim Arona 021 076 9376

Jewellery

Amulets

Enhanced Amulet of Luck

This polished tiger's fang may be made into an amulet that, when it is worn openly around the neck or from the left ear adds 3 to the wearer's Magic Resistance and 2 to their Defence. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 4,800sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Amethyst

This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to one, this amulet provides one.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 6,000sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Diamonds

This small diamond may be made into an amulet that, when it obviously dresses the hilt of a weapon, increases Engaged Initiative with that weapon by 2 and subtracts 2 from it's Strike Check

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 16,000sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Carbuncle

This large green carbuncle may be made into an amulet that, when it is worn openly about the neck, completely reduces the first application of poison damage and each subsequent application by 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 19,200sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Aquilegius

This tiny violet flower may be preserved and made into an amulet that, when it is worn openly about the neck, adds 10 the wearer's chance to avoid succumbing to the effects of Fear, and also reduce the result on the Fright Table by 10.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Herb Lore 4,800sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Elder Flowers

These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Herb Lore 800sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Hypericum

This St. John's wort may be preserved and made into an amulet that, when it is worn openly about the neck of the wearer adds 10 to their Magic Resistance vs any demonic, diabolical or similar entites. In addition, any magical damage they inflict is reduced by 10% and this is applied before ANY other defences or mitigations are applied.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Herb Lore 1,600sp px50 Jim Arona 021 076 9376

Great Ring of Hags

This ring is made from a dark green metal and is set with an agate stone. It weighs 2 oz and its magic will only be effective if it is worn on the thumb of the left hand.

Hag Ward - the bearer may not be approached by hags and witches any closer than 5 feet, and in any case they must successfully Resist to attack them. It increases the bearer's Defence against hags and witches by 5 and their Magic Resistance against their magic by 10
Hag Strike - the bearer's Strike Chance to attack hags and witches is increased by 20.
Hag Charm - the bearer may force a hag or witch to Resist or fall under the effects of a Charm spell, even though they would normally be considered a racial enemy. Should they avoid this effect, all benefit of Hag Ward is lost

In addition, it has the following properties:

  • Disguise Face - the bearer may change their facial appearance (only) which will have the same effects as a Rank 10 Disguise spell, Base Chance 60% + MA bonuses etc
  • Detect Familiar - the bearer may detect whether or not a creature within 30 feet is the familiar of a witch or hag. Break 100 -> PC x 2 + MA
  • Create Amulet - if the bearer spends 3 days exclusively working on the required materials, they may create an amulet according to this list.
  • Create Love Philtre - if the bearer spends 3 days exclusively working on the required materials, they have a 60% + Enchantment of creating a love philtre.
  • Wall of Thorns - 2 x a day, Base Chance 50% + bonuses from MA etc, Rank 10
  • Damnum Magnuatum - 1 x a day, transform target into a frog, halves Magic Resistance, Base Chance 35% + bonuses from MA etc, Rank 10

The ring is a focus for the following spells:

  • Evil Eye v.Jono
  • Mind Cloak
  • Hypnotism
  • Charm
  • Instill Flight (only cast upon a broom)
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Feralie Magical Ring Lore 45,000sp px50 Jim Arona 021 076 9376

Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the wearer with 11 pentagonal planes of protection that float around them on all sides. Each pentagon is inscribed with magical glyphs along the edges. A pentagon will appear and protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs most kinds of magical damage, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. If the wearer has some similar means of protection, then the greatest protection will apply.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Tanuel Magical Protection 15,000sp px50 Jim Arona 021 076 9376

Equestrian Brooch

This amulet appears as a simple intaglio brooch made of jasper and brass has been carved to represent a figure mounted on a horse. It is well - made with an apparent value of 50 sp. When used to pin a cloak to the bearer's right chest, it has the following properties:

  • The bearer subtracts 10 from the result of any attempt to use the Horsemanship skill.
  • The bearer is always considered to be mounted for the purposes of determining when they can move. If a bearer does not have sufficient Rank in Horsemanship to wield weapons or Cast spells, then they receive no benefit from the amulet.

The amulet provides no advantage if the wearer is flying or swimming, unless they are riding a flying or swimming mount.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Nualis Magical Protection 8,750sp px50 Jim Arona 021 076 9376

Eclipse Brooch

This brooch of a large, cracked, black topaz set in patinaed gold, weighs 5 oz. It has a jewel value of 3,500sp
It must be worn openly, and it acts as a spell anchor for a Darkness or Conjuring Darkness spell. The volume changes to a sphere or hemisphere with a diameter of 1 hex (+ 1 hexes per 10 full Ranks), which moves with the Adept. Each Rank of Darkness increases the wearer's effective distance by 15 ft (+15 ft per Rank) from an Adept who is casting Flash of Light, Pyrotechnics, Bolt of Starfire, Whitefire or Solar Flare spell. If the wearer is therefore out of range, they do not suffer the effects of the magic.
The wearer may trigger an Eclipse Aspect over the megahex they occupy, which will last for 20 seconds. This may be recharged by exposing the brooch to at midnight or on a night of the new moon or at an Eclipse Event. Three such charges may be captured in this manner.

Charges
3 2 1

The wearer may draw forth an Eclipse Aspect from the brooch, and will benefit from its subtraction from the die roll result.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Solar 14,000sp px50 Jim Arona 021 076 9376

Allies

Lapsang Suchong

Description
Lapsang Suchong is a corpulent, somewhat oily green Fire Elemental of around 7 ft tall. He can grow up to 22 ft tall if there is enough room. Nothing pleases him so much as a fine meal and this may cause him to clap his hands in sheer pleasure. He is completely uninterested in physical labour, fighting or burning, unless fireworks are involved, and they're pretty ones.
He may have been bullied by the other Fire Elementals.
Comments
Lapsang Suchong is focused very strongly on his own comforts, in particular fine food, spirits and anything that can be smoked. He is an appreciative audience for a talented cook, and loves nothing more than to gossip over sweetmeats.
Abilities
His constant encouragment reduces the cost of performing magic related to the kitchen by 1 to a minimum of 1.
He may increase the temperature of an object he is touching by his EN value every 10 seconds, max increase in temperature: 132 C.
He may extinguish any natural fire within 100 feet of him.
Movement Rates
Running: 500
PS: 7 MD: 22 AG: 27 MA: 1 EN: 22 FT: 43
WP: 16 PC: 16 PB: 7 TMR: 10 NA: 3 DP
Weapons
In theory, Lapsang Suchong may attempt to Immolate a target. Damage is doubled in Close. He will attempt to Close if he can be convinced to lift a hand in a fight.
Immolate: BC 70%, [D10 +12 ], Melee & Close.
Adventure Season Plane of Origin Aura GM
Black Forest Summer 815 New Terra Long living sentient px50 Jim Arona 021 076 9376

Zygote

Zygote is a care-free and happy testicle who likes nothing more than to hang out with his friends. He enjoys colourful surroundings and breezy, tropical climes and any opportunity to meet other organs of generation in a variety of convivial exchanges.
He wears a jaunty hat and carries a small bronze swagger stick which he twirls across the fingers of his left hand from time to time. Although his dexterity is not the greatest, he never drops it.
Zygote gives Boris the following abilities:

  • Increased virility - Boris increases his virility by 50, and may generate issue with women of any player character race except Elves.
  • Resistance to vertigo - Boris applies a 10 point modifier in his favour whenever he may be disoriented by being swung around or hung upside down.

Unfortunately, not everyone finds encountering Zygote all that pleasant, and this has repercussions when procuring entertainment from people who rent their passion, and they will charge a minimum of 50% more than the going rate.
For each child that is born from Boris' endeavours, then he may store a single charge that will regenerate 1 EN per Pulse for 6 Pulses.
Finally, Boris may combine a Pass Action with any other Action (including a Pass Action). This ability may not be used again until 24 hours have elapsed.

Adventure Season Plane of Origin Aura GM
Black Forest Summer 815 New Terra Boris' px50 Jim Arona 021 076 9376

Lore

Healer Master Rank 9

As a consequence of withdrawing 4 x 28 inch long barbed mithril spikes driven into the knee and elbow joints of a balrog without causing any permanent damage or any detectable flaw in the joints functioning, Boris may advance his Rank in Healing to Rank 9 at a cost of 20,250 Experience and 63 half days of Skill Training.

Adventure Season GM
Black Forest Summer 815 px50 Jim Arona 021 076 9376

Tome of Abysmal Lore

Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants.
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader's Experience can be spent on these abilities.

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Abysmal Travel

Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader takes 1 day less to travel across the Abyss for each non-prime Rank of this ability.
The reader reduces the count of the number of entities who travel with them across the Abyss by 1 for each non-prime Rank of this ability.

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Damage Squares

Experience Multiple: 1,000
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader acquires the ability to avoid damage according to the following schedule:

Rank Squares
1 1
2 1,4
4 1,4,9
6 1,4,9,16
8 1,4,9,16,25
10 1,4,9,16,25,36

A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader's Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.

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Abysmal Strikes

Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader acquires a pool of 3 + Rank hexes. They may deliver a melee attack against another of their opponent's hex facings or attack an opponent at range. They must count off the number of unobstructed hexes they would have had to move to deliver the attack.
Once the pool of hexes has been exhausted, they will be restored after the reader returns from having spent at least 24 hours in the Abyss.

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Morph Lore

This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. Rank may not be achieved with this ability, although costs are associated with Morphs.
This ability may only be used by people who have a form that they can turn into. It allows them to make alterations to abilities they already have, but does not usually allow the creation of new ones. So, the reader may not learn how to fly as a result of this ability. They may learn how to modify their flight abilities however.

Morphs
Morph Initial Experience Cost Subsequent Cost
+ 5 to SC with a natural weapon 10 x base Strike Chance x 2
+ 1 to DM with a natural weapon 100 x base DM
- 1 Stall TMR 400
+ 1 Charge TMR 200
+ 1 Dive TMR
+ 1 NA 500 x base NA

Stall TMR is the minimum amount of movement (measured in TMR) a flying form needs to stay airborne.
A Charge is an explosive movement associated with 1 or more attacks, and generally assumes a quadrupedal form. It may only be used once a day, dawn to dawn, and the shapeshifter may make a melee attack against any opponent they become adjacent to without being forced to become engaged unless this is their desire. Nor are they required to move in a straight line, they may use their Charge TMR normally in this regard.
A Dive is the same as a Charge, except that it is an aerial attack, and movement in a straight line is required (excepting for pulling out of it at the bottom).
A Morph that affects a natural weapon applies to all weapons of its type. A Morph to enhance claw attacks applies to all claw attacks. However, bite attacks will not affected by that Morph.
Initial Experience Cost indicates how much Experience the first Morph costs. Subsequent costs for a given Morph are double the previous cost.

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Sun Dancer's Candle

This squat silver cup holds a fat candle, the wick of which is made from astonishingly blonde human hair. It weighs 3 lbs.
When it is lit, the wax will be consumed, leaving the wick unharmed. However, it will only burn for a training half day and will not be lightable until after dawn of the next day. There is enough wax to light the candle for 246 days.
The spirit of a Sun Dancer rises from the flame when the candle is lit, and will teach a noble woman of good standing the Sun Dancer Skill, while they learn Troubadour. In other words, they must learn the Troubadour Skill and as they do, they will learn Sun Dancer. It does not require an extra training track.

Sun Dancer

A Sun Dancer gains a bonus to defence of (2 + 2% per Sun Dancer Rank) if they have taken the Acrobatics proficiency.
A Sun Dancer gains + 1 / Rank to their engaged initiative if they have taken the Dance proficiency. No bonus is gained at Rank 0.
A Sun Dancer's base chance to hit is increased by 1% + 1% additional per Rank with thrown weapons and swords if they have taken the Juggling proficiency.
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 with thrown and natural weapons if they have taken the Juggling proficiency.
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 and gains a bonus of +1 at Ranks 4 & 8 to the parry calculation with swords if they have taken the Sword Swallowing proficiency.
At Rank 5, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 7 FT (which may Stun), the Sun Dancer may create a Flash of Light across all three of their front hexes. The Flash effect lasts for 1 Pulse (+ 1 per even numbered Rank over 5). Blinded characters have their Strike Chance reduced by 50, and they move at half their normal TMR. This ability may be recovered at noon on Sunday.
At Rank 6, while affected by a Solar Aspect event, their PS is increased by their Rank in Sun Dancing.
At Rank 7, the Sun Dancer may derive sustenance from the sun obviating any need to eat (but not drink) for Rank days. This ability cannot be refreshed until exhausted, and then only after lunch on a Sunday.
At Rank 8, the Sun Dancer may cure 3 damage at noon if the sky is clear. They may cure 6 damage at noon on Sunday if the sky is clear. They may cure 9 damage or one Specific Grievous Injury at noon on the Summer Solstice, if the sky is clear.
At Rank 9, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 8 FT (which may Stun), the Sun Dancer may create a second Flash of Light across all three of their front hexes and 2 hexes deep. The Flash effect lasts for 1 Pulse (+1 per even numbered Rank over 5). Blinded characters have their Strike Chance reduced by 50, and they move at half their normal TMR. This ability may be recovered at noon on Sunday.
At Rank 10, while affected by a Solar Aspect event and at a cost of 9 FT (which may Stun), the Sun Dancer may blaze as bright as the noon day sun. This requires a Free Act. Intense, violent coils of the sun's energies lash everyone within 15 feet, inflicting 3 rollup D10 damage to anyone who shares their hex, 2 rollup D10 to those who are adjacent and 1 rollup D10 to those are occupy the outer area of their hyper-megahex. Those who Break 100 -> AG + MD take half damage. Entities who are specially vulnerable to solar attacks are not entitled to a saving throw. This may be recovered at noon of the Summer Solstice.
This Skill does not stack with Assassin or Warrior.

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Adventuring Skill: Gliding

Exp. Mult: 125
This is the skill of performing aerial manoeuvres using gliding. As a rule, aerial combat is difficult.
A character may always take off, glide, or land in an appropriate manner and reasonable conditions, and under such circumstances no roll is necessary.
Note that landing appropriately is not precise. The success chance to perform a complex aerial manoeuvre with precision is (3 x AG + 10 x Rank). This base chance may be modified by the following:

0 to -50 Environmental conditions.
+10 to -50 Type of flight used.
0 to -m/hr Speed.

Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage.
As a rule of thumb, an airborne clothed humanoid who falls through the air drops 350ft in the first pulse, 650ft in the second, and 1000ft in each subsequent pulse.
Note that a speed of one mile per hour is equal to 30 yards per minute in the chase sequence and 1.5 hexes per pulse in combat.

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Obligations

Rahne's Word of Binding

Rahne has taken a Word of Binding to the Balrog

If Rahne keeps her Word until Autumn 816, then a lock of their hair above the right ear will turn blue. Their aura will change to reflect this change, and a DA question about the nature of the lock will reveal that Rahne is an Oathkeeper. In addition, their FT will increase by 1 and they gains 1500 experience points (unmodified by race). If Rahne breaks their Word, then their forehead will be marked with a Φ which is irremovable. A DA question about the nature of the mark will reveal they are an Oathbreaker. They will also lose the blue lock of hair and the extra FT. They get to keep the extra experience points, however.

Adventure Season Value GM
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Yuko's Word of Binding

Yuko has taken a Word of Binding to the Balrog

If Yuko keeps her Word until Autumn 816, then a lock of their hair above the right ear will turn blue. Their aura will change to reflect this change, and a DA question about the nature of the lock will reveal that Yuko is an Oathkeeper. In addition, their FT will increase by 1 and they gains 1500 experience points (unmodified by race). If Yuko breaks their Word, then their forehead will be marked with a Φ which is irremovable. A DA question about the nature of the mark will reveal they are an Oathbreaker. They will also lose the blue lock of hair and the extra FT. They get to keep the extra experience points, however.

Adventure Season Value GM
Black Forest Summer 815 1,000sp px50 Jim Arona 021 076 9376

Special Abilities

Eclipse Aspect

Boris' Aspect has been changed to Eclipse. Instead of suffering subtractions from his die roll results on Death Events, he gains die roll results as a result of these Eclipse Events:

Eclipse Event Period Die Roll Modifier
Midnight on the night of a new moon 20 seconds either side of midnight -5
The period of a Lunar Eclipse 12 Pulses -10
The period of a partial Solar Eclipse 12 Pulses -15
The period of a total Solar Eclipse 12 Pulses -25
Noon 20 seconds either side of noon +10
Dawn 20 seconds after dawn +5
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Refreshment

Once a day, Mr Morden may use a Free Act to cleanse his body and clothing of filth. This works against most things that are unclean, slimy or unhygienic, but not necessarily damaging. It will avoid damage from Stream of Corruption if it is the very next Action or Act.
Once a week, Sunday to Sunday, Mr Morden may take a Free Act and recover all FT lost from any cause except drain and FT reduction.
Should he be gathered by those capable of such things, his heartblood may be collected for 25 Refreshment.

Adventure Season Nature of Magic Value GM
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Slough Blame

Once a day, Yuko may use a Free Act to absolve herself of blame against an accusation. She must Break 100 -> WP + PB, and if successful, will be believed. She may increase her chance of being believed by blaming someone else which will mean her chance increases to WP + 2 x PB.
Should she be gathered by those capable of such things, her heartblood may be collected for 20 Innocence.

Adventure Season Nature of Magic Value GM
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Strong of Will, Chaste of Heart

Once a day, for 12 Pulses, Dellith may increase her PS by her WP.
It is surmised that her hymen is particularly robust with rumours persisting that the thing regenerates. This makes her attractive to entities interested in deflowering virgins. She gains +20 Reaction with respect to unicorns.
In addition, for every hour spent with her knees crossed, she gains an extra point of FT.
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Purity.

Adventure Season Nature of Magic Value GM
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A Penetrant, Illumininant Eye

Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.

Adventure Season Nature of Magic Value GM
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The Strength of Silk

Rahne may buy 3 more points of EN, even if this would take her above Racial Maximum.
Once a day, she may replace her AG with her EN for a single Pulse. This is a Free Action and may be taken after dice have been rolled.
In addition, as a function of some mystical combination of flexibility and inner strength, Rahne's head and limbs may not be torn off purely as a function of enormous PS difference.
Finally, her FT cap has been removed and she may buy a point of FT per Adventure or Season, whichever is less.
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Silk.

Adventure Season Nature of Magic Value GM
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Rude Health

Boris enjoys rude health which means that he won't die of old age. In fact, he will grow no older than a vigorous orc of late middle age.
He is entitled to two recovery rolls whenever he is afflicted by physical illness, disease or infection, one for himself and one for Zygote.
If anyone can be convinced to do so, Zygote counts as a separate target for the Greater Heart Rune, and so Boris can have two of these spells active on him at the same time. It will require a steady hand and a certain degree of desperation to draw or tattoo the rune onto Zygote, however.
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Vitality.

Adventure Season Nature of Magic Value GM
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Discriminating Sense of Taste & Smell

Experience Multiple: 150
Base Chance: PC + 3 * Rank
Effects:Yuko's sense of smell and taste is enhanced so that the can distinguish smells & tastes that are food, drink or kitchen-related.
In particular:

  • she may detect poison in food, drink or borne in the air, but not contact poisons or blade venoms and the like
  • the smell of burning will always rouse her from natural sleep (no die roll needed)
  • she can tell at a sniff if a kitchen is hygienic (no die roll needed)
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Phantasm - Improved Damage Capacity

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
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Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation so that damage is D10 + Rank (+ 1D10 for every Rank that ends in 0, ie at Rank 0, Rank 10 and Rank 20). At Rank 20, the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
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Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
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ESP - Mind Sense

Range: 30 ft + 15 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: None
Target: Volume
Effects: The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Hypnotism - Suggestion

Name: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
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Hypnotism - Forget

Name: Forget
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected.
The duration of this incantation is Immediate.
Note: Because of the focused nature of this magic, hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
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Mental Attack - Multi-Target

Effects: This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank with Mental Attack as targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.

Adventure Season Nature of Magic Value GM
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Mental Attack - Mind Blast

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
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Lesser Celerity

By taking a Free Act and 2 EN damage, the character is allowed to combine a Pass Action with any other Action for the next 12 Pulses. Subsequent uses of Celerity double the EN damage, and the ability resets at dawn on Tuesdays.

Adventure Season Nature of Magic Value GM
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Telekinesis - Enhanced Rank

Spell: Any
Effects: The Adept's Rank in the Telekinesis spell is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Enhanced Duration

Spell: Telekinesis
Effects: The duration of the Telekinesis spell is increased by 50%.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
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Telekinesis - Shield Bearer

Spell: Telekinesis
Effects: The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept's hex. If the shield should be separated from the Adept by more than a foot, then the spell will end.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Unseen Servant

Spell: Telekinesis
Effects: The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.
It may not be targeted directly, but may be destroyed by magic that affects a volume or area.
Cost: 1500
Constraints: Unracks the spell.

Adventure Season Nature of Magic Value GM
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Telekinesis - Remote Sense of Touch

Spell: Telekinesis
Effects: The Adept may extend their sense of touch out to the range of the spell. They can "see" by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might.
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
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Advancement of Agility

Dellith may advance her Agility 2 points by spending 5,000 Experience per point. This may be done once per adventure or season, whichever is less, and may exceed racial maximums.

Adventure Season Nature of Magic Value GM
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