Brides of Blackrod: Treasure & Valuation

From DQWiki
Jump to: navigation, search

Return to Brides of Blackrod

Contents

Consumables

Rune Stela

Stela.jpg

This vaguely rectangular stone is about 1 metre high and about 30 centimetres wide. It is hollow and weighs 12 lbs. The geode must be split in half and carved with runes representing the current location, the destination and the gate rune. An Adept whose Rank in Runes of Sight or similar magic is equal to or higher than the Rank of Creating Rune Portal successfully Divines the destination of the stela. If the ritual is successful, anyone touching the stela will travel to the matching half of the geode, such travel reducing their FT to 0. This is lost to exhaustion and cannot be healed back.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Rune 1,000sp Red x.png px50 Jim Arona 021 076 9376

Potions

Greater Healing Potion

This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour.
If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp

Greater Healing Potion

This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour. If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp

Greater Healing Potion

This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour. If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp

Greater Healing Potion

This potion weighs 6 oz and may be drunk without requiring a Prepare Action, so long as it is attached outside armour. If half of it is drunk, it will Heal D10+7 deficit, curing EN first, then wrapping to FT. If all of it is taken, it will cure 3 D10 + 14.
Valuation: 2,000sp

Water Curse

This phial weighs 2 oz and looks especially innocuous.
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction
Valuation: 2,500sp

Light Oil

This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.
Valuation: 2,500sp

Healing Potion

This phial weighs 4 oz and may be taken without requiring a Prepare Action, so long as it is attached outside armour.
It will heal D10 +12 EN deficit.
Valuation: 800sp

Healing Potion

This phial weighs 4 oz and may be taken without requiring a Prepare Action, so long as it is attached outside armour.
It will heal D10 +12 EN deficit.
Valuation: 800sp

Healing Potion

This phial weighs 4 oz and may be taken without requiring a Prepare Action, so long as it is attached outside armour.
It will heal D10 +12 EN deficit.
Valuation: 800sp

Potion of Invisibility

This phial weighs 4 oz and may be taken without requiring a Prepare Action, so long as it is attached outside armour.
The imbiber becomes invisible and may not be seen by non-magical means for 85 minutes. An invisible thing does not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.).
If an object ceases to be a possession of the imbiber, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin picked up by them will become invisible). Note that light may not be a possession: If the target is carrying a lantern it will be invisible, but the light it emits will not.
The target may choose to end the spell at any time.
Valuation: 4,500sp

Potion of Removing Minor Curse

This phial weighs 8 oz and must be Prepared before it may be taken.
MA: 28
This potion has a 73% of removing a Minor Curse
Valuation: 3,000sp

Potion of Pact Concealment

This phial weighs 6 oz and must be Prepared before it may be taken.
The imbiber's Pact will not be obvious to those that are aware of such things until the next dawn.
Valuation: 1,000sp

Potion of Pact Concealment

This phial weighs 6 oz and must be Prepared before it may be taken.
The imbiber's Pact will not be obvious to those that are aware of such things until the next dawn.
Valuation: 1,000sp

Potion of Necrogeny

This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it becomes somewhat resistant to:
Fear Effects Gains a 35% bonus to any Willpower check to resist fear effects, caused by lesser Undead, hideous sights, etc. This Talent does not aid in resisting magical fear (e.g. Spell of Fear, Mass Fear Spell).
Infection The Adept reduces their chance of becoming infected by 25%. Undead Draining Damage done due to the touch of a Greater Undead is reduced by 6.
Valuation: 2,500sp

Potion of Protection vs Spells

This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points of spell damage from any source each Pulse. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 30 minutes.
Valuation: 6,500sp

Potion of Protection vs the Unholy

This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points of damage from any source that is unholy each Pulse. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 22 minutes.
Valuation: 6,500sp

Potion of Protection vs Chaos

This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points each Pulse of damage from any source that is considered to be an expression of Chaos. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 22 minutes.
Valuation: 6,500sp

Potion of Protection vs Order

This potion weighs 4 oz and is robust. It requires a Pass Action to prepare. Whoever drinks it ignores the first 12 points of damage each Pulse from any source that is considered to be an expression of Order. This special protection will refresh at the beginning of the next Pulse.
The effect lasts for 22 minutes.
Valuation: 6,500sp

Wolves Blood

Red Potion.JPG

Rank 10 Herbalism
This unusually large draught weighs 12 oz, requires a Pulse to Prepare and a Pulse to drink.
The effects lasts for D10 + 10 minutes if the imbiber is size 8 or greater, otherwise D10 + 10 Pulses. For that period, the imbiber's Strike Checks are modified according to the following table:

Result Effect
Fumble Miss
Miss Hit
Hit Blow directly to EN
Blow directly to EN Possible Spec. Griev. Inj.
Possible Spec. Griev. Inj. Possible Spec. Griev. Inj. x 2

Two Possible Specific Grievous Injuries may be inflicted unless the DM rules such a resolution makes no sense.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Formerly living Blood/Wolf 8,000sp Red x.png px50 Jim Arona 021 076 9376

Potion of Ophan Blood

Angelblood.jpg

Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Fortune 8,000sp Red x.png px50 Jim Arona 021 076 9376


Potion of Powerful Restoration

Egg.jpg

Rank 10 Alchemy
The potion has one of two possible effects:

  • If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one.
  • If the imbiber is alive but has taken harm, then it will restore ALL deficit to EN and FT, but permanently reduce their maximum FT by one. It will not cure EN lost to Specific Grievous injuries or Afflictions.

The FT may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Enhancement 15,000sp Red x.png px50 Jim Arona 021 076 9376


Scrolls

Wiccan Scroll

Circle of Protection
Chance: 71%
Effects:The reader is surrounded by a protective circle of green and gold. This circle will absorb the first 12 damage points each Pulse. It will not work against the damage from a Restorative potion, poison or the action of a disease. This effect will last for 6 ½ hours.
Valuation: 6,500sp

Rune Scroll

Converse with Spirits
Chance: 82%
Effects:The reader inscribes the Converse Rune and a Rune representing the target spirit on their face. Should they successfully cast this spell they will be able to 'converse' with a single spirit which is within 70 ft and falls within the Rune of representation. For example, the Adept could use a rune representing lesser undead, and then any ghost or other lesser undead could answer, or use a number of runes to represent say Girden Bloodaxe, a fallen dwarven warrior. Then, if the spirit of Girden is within 70 ft then only he would answer.
This spell does not compel any spirit to answer any question and if they do answer then it does not compel them to speak the truth.
The effects of the scroll last for 65 minutes.

Binding Spirits
Chance: 82%
Effects:This section of the scroll contains instructions on what the reader must do to complete a Ritual of Binding Spirits. The ritual requires that the reader possess the skull of the spirit they wish to bind, and the spirit must be present (e.g. within 100 hours of death, the body has been preserved by a Healer, the spirit is held in a spirit trap, the spirit has remained on plane as a greater undead or ghost). The reader must spend four hours etching the skull with Runes to bind the spirit. Note that although they may not resist this ritual, the spirit may, should they be able, attempt to disrupt the ritual, even slay the reader.
Upon successful completion of the ritual, the spirit is bound to the skull and may not leave unless and until the skull is destroyed. Although a bound greater undead would be able to drain anyone who touched the skull, in general the bound spirit will be unable to affect the material world. The Adept can use the Spell of Converse with Spirits to question the spirit, and may gain useful answers / advice should the spirit have any expertise in the area. Although the spirit cannot lie it may refuse to answer and can mislead by omission or neglecting to correct false assumptions and the like. A backfire result destroys the skull and the Adept’s Endurance value is reduced by (D-5) (minimum 1) points which may only be recovered by the expenditure of Experience Points. The Adept will be unable to attempt to bind that spirit again.
NOTE:Unless the spirit has some reason to wish to remain as an adviser it is unlikely to be happy about being kept trapped on this plane

Modify Aura
Chance: 82%
Effects:This spell allows the Adept to able to modify the aura strength of any one object or entity that is within 65 ft. The target object may be up to 260 cubic feet. The strength of the aura increases or decreases by up to 4 levels on the table below. This spell does not alter the target’s aura in any other way, and lasts for 13 hours.

Aura Equivalent
0 No Aura
1 Magic (magical wall, illusion)
2 Formerly Living Composite (chair, stew)
3 Formerly Living (dead orc, log)
4 Non-Sentient Animates (stone golem)and Non-sentient Undead (skeleton)
5 Living Plants (rose, oak)
6 Living Animals (dog, cat)
8 Sentient Animates (flesh golem) and Sentient Undead (vampire)
9 Living Sentient (human, sphinx)
10 Long Living Sentient (dragon, titan, elf)
15 Avatar (material form of a Demon, etc.)

Valuation: 8,000sp

Necromancy Scroll

Detect Undead
Chance: 74%
The reader becomes immediately aware of the class (Lesser or Greater), approximate number (to the nearest 5), and general location (to the nearest 20 feet) of all Undead within 600 ft. If the Undead are within 130 ft, the reader is aware of their exact types, numbers, and locations.
Valuation: 1,000sp

E&E Scroll

Charisma
Chance: 72%
Effects:The target of this spell's personal charisma is increased. In general, most sentient entities who do not resist versus Special Knowledge E&E magic will tend to believe whatever the target says, so long as it is not obviously untrue or ridiculous. Even in cases where the target is not believed, people will believe that it is an honestly-held conviction.
Anyone under the effect of Charisma increases the effectiveness of their magic by reducing Magic Resistance by 5 for every 5 Ranks. This penalty only applies to magic that attacks the personality; Charming, Fear, Binding Wills, Hypnotism, Compelling Obedience, Control Entity, Mass Fear.
Control Person or Control Animal do not benefit from this magic.
Valuation: 5,000sp

E&E Scroll

Charisma
Chance: 72%
Effects:The target of this spell's personal charisma is increased. In general, most sentient entities who do not resist versus Special Knowledge E&E magic will tend to believe whatever the target says, so long as it is not obviously untrue or ridiculous. Even in cases where the target is not believed, people will believe that it is an honestly-held conviction.
Anyone under the effect of Charisma increases the effectiveness of their magic by reducing Magic Resistance by 5 for every 5 Ranks. This penalty only applies to magic that attacks the personality; Charming, Fear, Binding Wills, Hypnotism, Compelling Obedience, Control Entity, Mass Fear.
Control Person or Control Animal do not benefit from this magic.
Valuation: 5,000sp

&E Scroll

Charisma
Chance: 72%
Effects:The target of this spell's personal charisma is increased. In general, most sentient entities who do not resist versus Special Knowledge E&E magic will tend to believe whatever the target says, so long as it is not obviously untrue or ridiculous. Even in cases where the target is not believed, people will believe that it is an honestly-held conviction.
Anyone under the effect of Charisma increases the effectiveness of their magic by reducing Magic Resistance by 5 for every 5 Ranks. This penalty only applies to magic that attacks the personality; Charming, Fear, Binding Wills, Hypnotism, Compelling Obedience, Control Entity, Mass Fear.
Control Person or Control Animal do not benefit from this magic.
Valuation: 5,000sp

E&E Scroll

Evil Eye
Chance: 86%
Effects: Any single target who fails to resist (at half their Magic Resistance) and who is within 315 ft has their Strike Chance and Magic Resistance reduced by 20. An Amulet of Elder Flowers will not protect against this minor curse. This effect lasts for 21 days.
Valuation: 6,000sp

Awaken
Chance: 61%
Effects: This incantation of Quickness has a range of 195 ft and awakens 5 targets from the effects of Enchanted Sleep or Mental Attack. It also relieves the faint, collapse, catatonia, and frozen results from the Fear/Awe Table. Hysteria results are not affected, however.
Valuation: 3,500sp

Celestial Scroll

Strength of Darkness
Chance: 70%
Effects:The Physical Strength of 1 target (that is within 15ft) is increased by 10 for 3 hours.
Valuation: 1,000sp

Earth Scroll

Catsight
Chance: 115%
Effects:The reader causes a single target within 240 ft to develop excellent vision in the dark. Everything will appear monochromatic (ie shades of grey) and it is difficult to accurately estimate distance. At Rank 15, however, this is not much of a problem.
Some amount of light must be present for this vision to operate.
The range of the vision is 200 ft, and lasts for 16 hours.

Magic Fang
Chance: 56%
Effects:The Adept may increase the combat effectiveness of a single beast within 17 ft. All of the beast's natural weapons are affected, their Base Chances increasing by +13 and damage modifier by +5. This will last for 17 minutes, and while it is in effect, creatures that can only be hit by magical weapons are now legal targets of the beast in most cases.
Valuation: 3,000sp

Ice Scroll

Resist Cold
Chance: 79%
Effects:The reader may cast this spell upon a single target by touching them. It protects the target from the effects of cold temperature by increasing the Gauge by 4, up to a maximum of Gauge 7 (Comfortable). It will totally protect the target from the effects of Hypothermia. In addition, the target suffers 5 less damage due to magical or non-magical cold based attacks. The effects will last for 13 hours.

Resist Cold
Chance: 79%
Effects:The reader may cast this spell upon a single target by touching them. It protects the target from the effects of cold temperature by increasing the Gauge by 4, up to a maximum of Gauge 7 (Comfortable). It will totally protect the target from the effects of Hypothermia. In addition, the target suffers 5 less damage due to magical or non-magical cold based attacks. The effects will last for 13 hours.
Valuation: 2,500sp

Mind Scroll

Force Shield
WP: 23 Chance: 77%
Effects: The reader is surrounded by 11 unseeable pentagonal planes of protection that float around them for 130 minutes. This increases their Defence by 17 against all attacks at any range or from any direction. In addition, the spell deflects the first 17 DP per Pulse. This only applies to physical damage and has no effect on magic etc, 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.
Valuation: 4,500sp

Jasonite Scroll

Protection vs Chaos
Range: 180 ft
Duration: 6 1/2 hrs
Cast Chance: 78%
Effects: Triggering this spell creates an invisible Circle of Protection with a radius of 30 feet which will not willingly be crossed by any creature of Chaos unless they successfully resist the circle’s effects upon first encountering it.
Even if the Circle’s effects are resisted, the creature will be discomforted while within the Circle, and will have their Strike Chances reduced by 10. If the circle is seen with the use of Witchsight, it will appear as a glowing red and black circle, similar to a shadow-threaded ring of fire.

Summon Enchanted Creature
Range: 17 miles
Duration: Immediate
Cast Chance: 78%
Effects:Triggering the spell summons 3 enchanted fantastical creatures.
Only creatures that are native to the area may be summoned. It will take them D10 - 3 minutes, minimum 1 minute, to arrive and they will be uncontrolled when they do arrive. If more than 1 creature is summoned, all must be of the same type.
Valuation: 7,500sp

Medeanite Scroll

Fatigue Shower
Range: 105 ft
Duration: Immediate
Cast Chance: 68%
Effects: Triggering this spell causes an ephemeral, toxic shower to precipitate from a height of about 70 ft, over an area 25 ft across. Anything caught in the area of must resist vs Water Special Knowledge magic. Their Magic Resistance is halved.
Anyone who fails to resist halves their maximum FT value. This penalty can only be removed by someone who can neutralise a Rank 7 artificial poison.

Freezing Wind
Range: 80 ft
Duration: 16 Pulses
Cast Chance: 75%
Effects: Triggering this creates ArcArctic conditions to prevail in a 25 ft cube. Any entity within this cube which fails to resist will suffer [D - 4] + 7 points of magical cold damage per pulse. Creatures of fire (efreet, salamander or elemental) take half damage even if they resist.

Water Breathing
Range:Touch
Duration: 16 hrs
Cast Chance: 70%
Effects: This spell forms a set of gills in the subject’s neck and covers their eyes with a transparent film. This allows the target to breathe and see equally well under water as on land. The target may cast spells subject to the restrictions of their College. The spell does not affect the target’s ability to operate on the surface. This spell allows vocal communication to a range of the target’s perception in hexes.
Valuation: 9,500sp

Church Scroll

Disjunction
Range: 150 ft
Duration: 15 minutes
Cast Chance: 72%
Effects: Triggering this spell prevents stored magics within an object or area from coming into effect. Magics that are affected by this spell includeWards, Invested items, Potions, Magical Traps, and permanent magics that need to be triggered. If a potion under the effects of a Disjunction is consumed, the potion will take effect after the spell effect ceases, provided it is still inside an entity. Other items will simply be unable to be triggered, and no charges will be lost.

Wraithform Range: Self
Duration: 10 1/2 hrs
Cast Chance: 90%
Effects: Triggering this spell makes the invoker shadowy and less corporeal, 30 Defence and if they are struck by weapon that is not magical or silvered, 6 points is subtracted from the damage. In addition, the Adept gains a 21 point bonus to their Stealth.

Rest Eternal
Range: Touch
Duration: Full Moon
Cast Chance: 56%
Effects: If this spell is triggered upon a single undead creature who fails to resist (at half their normal Magic Resistance), will be permanently destroyed the next time their EN reaches 0 or less.
The effect will fade at midnight on the occasion of the next Full Moon.
Valuation: 9,500sp

Uranian Scroll

Telekinetic Rage
Range: 130 feet
Duration: Instantaneous
Base Chance: 61%
Effects: The Adept creates an instantaneous, magical storm that fills the area within range with roiling, body-wrenching forces. All objects and entities that fail to resist (at half their normal Magic Resistance), are hurled away from the Adept until they are out of the area of effect, or they strike a solid barrier.
The storm inflicts [D - 5] (+ 1 / foot travelled) of magical damage and is inflicted once only, at the time of casting. The damage is not contingent on striking an object. Additional damage may be done on hitting a wall, entity or other substantial object.

Banishment
Range: Touch
Duration: Immediate
Base Chance: 75%
Effects:The Adept may banish any one entity back to its own plane of origin. In order to do so the Adept must touch the target entity with their Runestaff at the moment the spell is completed. If successful, the spell results in the entity immediately returning to its own plane unless the entity successfully resists.
The touch is automatic unless the target is actively avoiding being touched, in which case the target must make a successful strike at the moment of casting. The spell must be prepared normally. The target returns to a random spot, in an appropriate medium, on its own plane. The exact whereabouts is GM’s discretion, however, entities banished at approximately the same time will appear in approximately the same area.

Banishment
Range: Touch
Duration: Immediate
Base Chance: 75%
Effects:The Adept may banish any one entity back to its own plane of origin. In order to do so the Adept must touch the target entity with their Runestaff at the moment the spell is completed. If successful, the spell results in the entity immediately returning to its own plane unless the entity successfully resists.
The touch is automatic unless the target is actively avoiding being touched, in which case the target must make a successful strike at the moment of casting. The spell must be prepared normally. The target returns to a random spot, in an appropriate medium, on its own plane. The exact whereabouts is GM’s discretion, however, entities banished at approximately the same time will appear in approximately the same area.
Valuation: 14,000sp

Incantation of the Evil Dr. Mesmer

Retardation
Incantation of Slowness
Effects: The targets of this incantation of Slowness must resist (at half their normal Magic Resistance). If they fail, their MA, WP and PC values are halved.
Cost: 2,500 Experience
Constraints: Unracks the spell, reduces FT value by 2
Valuation: 6,500sp

Kenite Scroll

Remove Minor Curse
Range: 5 ft
Duration: Immediate
Cast Chance: 72%
Effects: Triggering this spell removes a Minor Curse which has an MA of less than 28.

Remove Minor Curse
Range: 5 ft
Duration: Immediate
Cast Chance: 72%
Effects: Triggering this spell removes a Minor Curse which has an MA of less than 28.

Summon Enchanted Creature
Range: 17 miles
Duration: Immediate
Cast Chance: 78%
Effects:Triggering the spell summons 3 enchanted fantastical creatures.
Only creatures that are native to the area may be summoned. It will take them D10 - 3 minutes, minimum 1 minute, to arrive and they will be uncontrolled when they do arrive. If more than 1 creature is summoned, all must be of the same type.
Valuation: 6,500sp

Dreamweaver's Scroll

Disguise
Range: Touch
Duration: Dusk or Dawn
Cast Chance: 56%
Effects: Triggering this spell changes the target’s appearance. The target may not be located by location spells of less than Rank 11. The target’s height may vary by 11%, and their weight by 22%. The target’s voice or clothing or both of these. Individuals may not be duplicated or gender or race changed. If clothes are included in the spell, they revert to normal if discarded. The disguised form has the PB of the target +/- 8, within racial limitations.

Disguise
Range: Touch
Duration: Dusk or Dawn
Cast Chance: 56%
Effects: Triggering this spell changes the target’s appearance. The target may not be located by location spells of less than Rank 11. The target’s height may vary by 11%, and their weight by 22%. The target’s voice or clothing or both of these. Individuals may not be duplicated or gender or race changed. If clothes are included in the spell, they revert to normal if discarded. The disguised form has the PB of the target +/- 8, within racial limitations.

Illusion of Deep Pockets
Range: Touch
Duration: 13 hrs
Cast Chance: 76%
Effects: This Illusion creates 13 magical pockets about the target’s clothing. Each pocket can hold an object with a largest dimension of no more than 13 inches. No entity can be placed in a pocket. The total weight held may not exceed 13 lbs, and no individual object can weigh more than 6 1/2 lbs. The pockets are not obvious, but thorough investigation may find them: searchers get a (2 x PC) - 12% check to notice. Items within the pockets may not be located by spells of a lesser rank. The pockets may only be accessed while the Adept is clothed; however, a new set of clothes will still contain the pockets. At the end of the spell, the pockets expel their contents.
Valuation: 8,500sp

Invested Gems

These gems have the listed Base Chance. It is modified by the user's Enchantment, not the investor's. A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.

Sunstone

Gem Valuation: 2,500sp
Quickness Rk 19 BC 77%
Flash of Light Rk 10 BC 50%
Whitefyre Rk 20 BC 61%

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Meta-magic 12,500sp Red x.png px50 Jim Arona 021 076 9376

Black Sapphire

Gem Valuation: 3,200sp
Steganography                 Rk 10    BC 50%
 Duration: Immediate
 Target: Writing
 Effects:The target of this spell becomes a medium for a concealed text. The amount of writing required to conceal the text must be at least 5 times greater(E.g. 5 lines required for a single line of secret message).
The concealed text will be obvious to a named addressee, although to no other. If a Ritucal of Divination will reveal the secret contents if its Rank is equal to or greater than Steganography.
Rune Curse - Illiteracy      Rk 19   BC 72%   MA: 23

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Meta-magic 11,200sp Red x.png px50 Jim Arona 021 076 9376

Diamond

Gem Valuation: 2,200sp
Willpower: 23
Healing Rk 14 BC 82%
Healing Rk 14 BC 82%

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Meta-magic 11,200sp Red x.png px50 Jim Arona 021 076 9376

Emerald

Gem Valuation 4,000sp
Wall of Stone Rk 10 BC 50%
Hands of Earth Rk 20 BC 85%
Tunneling Rk 15 BC 55%

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Meta-magic 14,200sp Red x.png px50 Jim Arona 021 076 9376

Weapons

Crystalline Haft

This weapon haft is made from the crystal bone of a chthonic demon and is magical. Its functions are additional to and stack with the haft of the pole weapon it replaces.

  • The wielder increases their Defence by 2 (+2 per Rank in Trident). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 in Trident and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease or Hand of Death.
  • The wielder subtracts their Rank in Trident from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in Trident.
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder.
  • Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells Fascination Cleansing Flame
Wall of Fire Firelight Increase Temperature
Create Smoke Bolt Spells Web spells
  • The wielder releases the spells stored by using a Cast Action. They are not Triggered.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living Fire Quest Red x.png px50 Jim Arona 021 076 9376

Silver Talons

Silver talons.jpg

This pair of silver talons weigh 2 oz. They may be attached to a crow, hawk or owl. A creature wearing these talons increases their Damage Modifier for claws by 2 and they inflict damage on creatures that require magic or silver weapons to hit. Any Adept who casts Spectral Weapon on the talons expends a single Pass Action, not a Prepare Action and a Cast Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Sin 4,500sp Red x.png px50 Jim Arona 021 076 9376

Wicked

Kris.jpg

This dagger weighs 10 oz. The Base Strike Chance is 65%, the base damage is D+3 and it delivers A & B Class injuries. The chance of inflicting a possible Specific Grievous Injury is 10% of the modified Strike Chance, and the chance of inflicting a strike directly to EN is 20%.
If a strike is made from surprise, an extra 5 is subtracted from the die roll, an extra 5 is added to the damage. In this circumstance, if the roll is 10% of SC or less, 2D10 are rolled and summed to determine the Specific Grievous Injury. If the surprise attack is delivered from a rear hex, Assassin bonuses will stack.
If this weapon delivers the killing blow, the victim will not be a legal target for the Healer ability, Resurrection.
This weapon will not benefit from weapon spells.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical The Turning Wheel 25,000sp Red x.png px50 Jim Arona 021 076 9376

Gaptooth

Gaptooth.jpg

This falchion has been forged for someone of size 8 or more and weighs 20 lbs. It requires PS of 27 and MD of 12, has a Base Strike Chance of 70% and the Damage Modifier is 9.
If Gaptooth is wielded in the left hand by someone who is right handed, and their opponent is wielding a sword (not a dagger or main gauche), then 10 is subtracted from the die roll when using it. This does not modify die rolls for other weapons.
Gaptooth may be used to attempt a special Disarm attack, but only after an attack has been made against the wielder. If the Strike Check falls within the range of a blow directly to Endurance + 20, then the defender must roll MD + Rank to avoid losing their weapon. In any case, the opponent suffers 1 point of EN damage. If the disarmed weapon is a sword, and the defender loses their weapon, Gaptooth may break the weapon if its wielder rolls under MD + Rank in Falchion.
Whenever Gaptooth breaks a sword, its wielder instantly recovers 10 EN and 10 FT deficit. It is a legal target for weapon spells.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Ruin Red x.png px50 Jim Arona 021 076 9376

Giant Flail

Flail.jpg

This giant flail is a 1-handed weapon that has been forged for someone of size 8 or more being 8 feet long and weighing 25 lbs. It requires PS of 25, MD of 15, has a Base Strike Chance of 40%, and the Damage Modifier is 8. Each Rank in Morningstar improves Strike Chance by 9.
The wielder:

may attack all figures in their forward melee arc at a reduction of 20 to Strike Chance.
ignores their opponent's Defence that arises from shields or mains gauche.
may deliver a single melee attack against an opponent up to 2 hexes away.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Formerly living - Red x.png px50 Jim Arona 021 076 9376

Giant Pike

Pike.jpg

This pike has been forged for someone of size 8 or more being 21 feet long and weighing 40 lbs. It requires PS of 24, MD of 18, has a Base Strike Chance of 65% and the Damage Modifier is 9.
It may be used to melee attack any figure within three hexes; its melee zone extends into what would normally be the first two hexes of the figure’s ranged zone.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Formerly living - Red x.png px50 Jim Arona 021 076 9376

Bronze Sabre

Bronze Sabre.jpg

This bronze sabre has been forged for someone of size 8 or and weighs 15 lbs. It requires PS of 29, MD of 15, has a Base Strike Chance of 70% and the Damage Modifier is 9.
If the Strike Check is in the range of a Possible Specific Grievous Injury, but the roll is outside the range for a B Class weapon, then a second roll is allowed. The first Specific Grievous Injury is assigned, the wielder cannot choose.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Cruelty Red x.png px50 Jim Arona 021 076 9376

Spite

Spite.JPG

Spite is a named sabre which will adjust himself to a wielder whose size ranges from 5 to 12 feet. He never encumbers whoever bears him but he will never let himself be contained in a sheath. However, he can be kept in a pocket six inches deep and a couple of inches wide.
The base Strike Chance is 85% and the base Damage Modifier is 11. However, dice are not rolled when determining damage. Damage inflicted against FT is always 10 greater than the Damage Modifier, if inflicted against EN, Spite inflicts 11. If a Specific Grievious Injury is generated, then the result from the table is applied; Spite, does no other damage at all.
Every time Spite hits an opponent, but no more than once per Pulse, 1 is added to the result of their die rolls. This effect will fade after a minute of the last successful strike.
Spite is intelligent, malignant, and belongs to the Lord of Cruelty. He will counsel violence at every opportunity, but will only encourage slaughter if it would cause a greater amount of misery. Every time the wielder maims a victim (Specific Grievious Injuries which cause permanent stat loss unless treated by Healer or similar), Spite will feed the wielder a sinister thrill of unnatural pleasure, and hold 1 Cruelty on their behalf which they will be able to use at a later time. Cruelty may be played on any die roll, modifying it up or down, and after the result has been seen. Each point of modification reduces Spite's supply by 1.
Whenever the wielder has earnt 10 Cruelty, they must Break 100 + 3 x WP. If they succeed, they do not become addicted to the pleasure. Wielder's who become addicted must Break 100 + 2 x WP to avoid toying with their opponents, even when this would be insanely dangerous.
Note:The wielder need not be in combat to gain Cruelty, they may be gathered at their leisure if they have the appropriate accomodation.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Cruelty Green-tick.gif px50 Jim Arona 021 076 9376

Heavy Mace

Mace.jpg

This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage Modifier is 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for Weapon of Darkness spells, and in this case, the effects of both spells stack.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Celestial Dark 14,000sp Red x.png px50 Jim Arona 021 076 9376

Evenstar

Evenstar.jpg

This light mace weighs 2 lbs. It has a Base Strike Chance of 75% and the Damage Modifier is 5.

If it is the target of a Weapon of Darkness spell
The head of the mace magically increases its mass on a successfully strike, increasing damage in the normal way, regardless of Aspect.
In the event that a Strike Check results in a possible Specific Grievous Injury, the wielder reads the dice in either direction they prefer (a '19' can be read as a '91', and so on).
If it is the target of a Weapon of Light spell
The head of the mace erupts with spikes of searing light on a successfully strike, increasing the damage in the normal way, regardless of Aspect.
In the event that a Strike Check results in a possible Specific Grievous Injury, A Class as well as C Class Specific Grievous Injuries may be applied.

The wielder's Rank in mace affects the performance of Starfire or similar magic (Starfury counts). The Cast Chance is increased by 5 for each of these Ranks. In addition, the wielder may target another object or entity for every Rank above 1, being able to target 5 objects or entities when they raise their Rank in mace to 5.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Celestial Star 19,500sp Red x.png px50 Jim Arona 021 076 9376

Mantlet Shield

Bejewelled Mantlet.jpg

This tower shield weighs 15 lbs, penalises MD by 4, and provides 7 points of Defence per Rank.
Once a day, it may be thrown to the ground (requiring a Pass Action), whereupon it will magically transform into a small, enamelled mantlet. This will provide 20 Defence as if from a sheltered hex (treat in all ways as shield Defence), and reduce all incoming damage to anyone in the sheltered hex by 1. This damage reduction will have no effect against magic like Hand of Death, Necrosis, Disruption or the like, or against the workings of disease and poisons.
The mantlet may be moved by main force,but whoever attempts to move it has their TMR halved, and, in any case, their maximum TMR is 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Metals 10,800sp Red x.png px50 Jim Arona 021 076 9376

Spellwarden Shield

Shield.jpg

This large round shield is wooden and weighs 10 lbs. It penalises MD by 2 and provides 5 points of Defence per Rank. Every Pulse, the wielder ignores the first 10 points of magical damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Enhancement 18,000sp Red x.png px50 Jim Arona 021 076 9376

Hammer of Thunderbolts

Warhammer.jpg

This warhammer weighs 4 lbs. The base Strike Chance is 75% and the damage is 2 rollup D10. In addition, 4 points of the opponent's armour is ignored. The hammer may be thrown at a target up to 12 hexes away, but in this case, the damage is D+3. However, if the hammer hits, everyone that shares a megahex with the target is affected by a Rank 12 Thunderclap (D+7 damage,. resist vs Air SK for half damage). The hammer returns to the wielder at the end of the Pulse, and is automatically Prepared.
If the weapon is wielded by a dwarf, and a giant or giant-like creature is struck, then the target must roll under EN x 1. If the roll is failed, they collapse, their EN is reduced to -1. This function is only applied when the weapon is thrown.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Thunder 18,250sp Red x.png px50 Jim Arona 021 076 9376

Staff of the Tranquil Glade

Glade.jpg

This ash staff weighs 2 lbs, and has a Base Strike Chance of 65%, the Damage Modifier being +4.
In the hands of a Pacifistic Earth Mage, certain spells may be Invested in the staff (by means of the Ritual of Investment) at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be Invested in the staff, but any combination is allowed. The following spells or types of magic are permitted:

Counterspells Healing Trollskin
Wall of Stone Wall of Iron Enchant Plants
Converse with Animals Binding/Control Animal Converse with Plants
D% Incarnation PS MD AG MA WP EN
01 Hill Giant +7 -1 -2 --1 -2 +8
02-06 Dwarf +2 - -2 -2 +2 +2
07-13 Wolf 10 18 18 - - 15
14-21 Monkey 3 18 20 - - 4
22-25 Elf -1 - +1 +1 +1 -1
26 Gnoll 20 13 12 - - 12
27-31 Baboon 12 16 18 - - 6
32-38 Gnome 10 10 14 - - 8
39 Bear 35 10 10 - - 30
40-42 Goblin 9 8 7 - - 6
43-47 Fox 4 18 22 - - 5
48-52 Badger 8 8 6 - - 6
53-57 Orc +2 - - -2 -2 +1
58-62 Boar 22 14 20 - - 20
63-65 Hobbit -3 +3 +1 -1 +1 -2
66-68 Goat 12 10 12 - - 6
69-89 Human - - - - - -
90-93 Kobold 7 14 18 - - 6
94 Suarime 23 8 8 - - 14
95-98 Wildcat 12 14 18 - - 10
99 Shapechanger - - - - - -
100 DM's Choice ?? ?? ?? - - ??
  • The wielder releases the spells stored by using a Cast Action, they are not Triggered. The componentry required for the Healing spell is consumed when the spell is Invested, not when applied, so the spell will take effect immediately.
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. This will not stack with any similar ability, however.
  • The wielder is immune to the effects of the Hands of Earth and Earth Tremor spells.
  • The wielder's passage is not impeded by plants, even if magically animated or enchanted.
  • On Fridays, during the day, a way may be opened to a mystical and deeply peaceful woodland glade. It will take an hour to open the way, the entrance being about 2 metres wide by 3 metres high. Slanting beams of sunlight play over the glade, picking out the features of the place in shades of green and brown. Any object left there will be gone when the way is next opened. Any sentient entity left there will shed the trappings of civilisation and have the mind of an animal when the way is next opened. Entities of animal intellect are unaffected, except that they have no desire to prey upon one another, sustaining themselves on the glade's bounty.
  • If the dead body of a sentient human or human-like creature is left inside the glade, then it will be reincarnated into a new form when the way is opened again. This does not reduce the EN value of the creature to be reincarnated. Instead, the wielder of the staff must sacrifice a point of EN (which is recoverable in the usual way). The incarnation will be found in the centre of the glade in a state of suspended animation until woken by the arts of a Rank 8 Healer.

The reincarnated creature gains all abilities of the new form, including movement type (TMR and movement rate), natural armour, natural attacks, racial abilities and so on, but does not automatically speak the language of the new form.They retain their PC, FT and their various abilities whether magical or mundane, although the new form may limit their ability to execute those abilities. They are usually able to use the languages they know, although this may take some practice, depending on the form of the creature.
New statistics should be generated for the reincarnated entity. Where the incarnation is for a humanoid race, the entity adjusts their stats according to the table (i.e. remove racial bonuses if there are any, and apply the new ones). If the incarnation is an animal, then their physical stats are as listed, but they keep their MA, WP, PC & FT unadjusted. All stats may be advanced 5 points or to the creature's maximum stat value, whichever is lower, with the exception that PC and FT. PC may be advanced to the maximum of their original form, FT may be advanced to the maximum of their original form or their new form, whichever is higher. If the new form has a racial tax, then it is applied from the point of their reincarnation. Animals do not attract a racial tax.
No magic short of a wish or a miracle can return a reincarnated entity to their original form. Such a remedy must be quested for.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living The Deep Green Quest Red x.png px50 Jim Arona 021 076 9376

Armour

Gloomthread Robes

Gloomthread robe.jpg

This dark and shabby robe is sized for someone of size 6 and weighs 12 lbs. There is no penalty to AG, indeed, the robes provide a bonus of 10 to Stealth whenever the lighting conditions are less than 25% Light. It provides 7 points of Protection, and reduces damage from magic by 9

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living Despair 18,000sp Red x.png px50 Jim Arona 021 076 9376

Green Jade Armour

Green Jade Armour.jpg

This magical armour is made of plates of jade that hang in position around the wearer's body without any obvious means of support. It weighs 36 lbs, penalises AG by 2, and counts as plate. Because there are no noisy chain bindings, Stealth is not penalised, and neither is spell casting. However, the wearer's MA is reduced by 10 while their PS is increased by a like amount and this will stack with any other magic. It provides 12 points of Protection and 2 points of Damage Reduction, and so will entirely ignore a FT blow of 14 or less.
It has the following benefits:

The wearer of the armour is always considered in contact with the earth for the purposes of determining if they can cast magic.
The armour protects the soul of the wearer so that they may not be permanently slain. This has no effect if the wearer falls victim to their True Death (e.g. a spectre exposed to sunlight, etc) or fails to Resist a Dark Sphere. However, the wearer is proof against magic, items and entities that inflict permanent death in most cases.
The wearer's resistance vs fear from any source is increased by 10. In the event that a saving throw is not allowed vs fear, then the wearer is allowed a special roll to avoid the effects. To succeed, they must Break 100 + 2 x WP. Percentiles are rolled and, in this case, twice their WP is added to the result. If the resultant number is 100 or higher, they have shaken off the fear.
The armour protects the wearer's torso and the organs contained therein. If they fail to Resist Hand of Death or receive a Specific Grievous Injury to the chest, abdomen, hip, pelvis or heart, they may avoid these effects by Breaking 100 + 1 x EN.

If Protection is reduced as a result of receiving Specific Grievous Injuries, then the wearer may repair this by casting Earth Transformation on chips of jade. Each point of Protection repaired will cost 600sp and will take 3 days for the material to settle properly into place.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Ruin 25,000sp Red x.png px50 Jim Arona 021 076 9376

Cloak of the Winds

Dark cloak.jpg

This tattered and dark cloak weighs 2 lbs. It provides its wearer with the benefits of a Rank 7 Resist Cold spell while it is worn.
In addition, 3 times a day, the wearer may take a Pass Action to invoke its Gliding function. This has a chance of 90% in the open air, 45% in any other situation and there is no chance of backfire.
The duration of each charge of Gliding is 90 minutes in the open air, 45 in any other situation. For the purpose of calculating Encumbrance and modifications while Gliding, the wearer's PS is their own or 19, whichever is less.
Once Gliding has been invoked, the wearer may glide at an angle of approximately 20 feet horizontally for every foot of descent. Their maximum horizontal movement rate is 44 hexes / Pulse (30 mph) and their minimum vertical speed (relative to the air around them) will be approximately 2 feet / Pulse downwards. The cloak will stall out if movement drops below 6 hexes / Pulse (4 mph), and the wearer's aerial TMR is 13. Each hex of movement in excess of 13 TMR costs an additional foot of altitude and this is a dive. Pulling out of a dive requires a Flying check.
If the wearer is gliding in thermals or down-drafts, their actual rate of descent (or ascent) may vary. The actual rate of descent is up to the GM. The wearer need not keep their arms (or equivalent) outstretched while Gliding, the cloak does this for them. The target flies with their body horizontal and may turn at a rate of 120 degrees / pulse while gliding. The cloak will cause the wearer to automatically become vertical when within 5 feet of a horizontal surface. They must succeed in a flying roll when landing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living Wind 14,500sp Red x.png px50 Jim Arona 021 076 9376

Copper Scroll: Pattern of a Namer's Bracer

Copper scroll.jpg

This copper scroll contains instructions on how to enchant a bracer for the left forearm. It will take a Rank 6 Artisan Leatherworker or a Rank 4 Armourer six days to make a bracer sufficient to the task. The bracer will weigh 1 ½ lbs, and the craftsman will charge 800sp for their time.
Once it is crafted, the rite inscribed on the scroll must be performed on a Sunday, and 4,000 sp of exotic alchemical ingredients used in the process. The rite is so taxing that no other activity is allowed. Once empowered, the bracer has the following functions:

  • Spell rack - In addition, if it is worn by a Namer, then it allows them to learn the General Knowledge spells of the College of Necromantic Conjurations.
  • Allows the wearer to benefit from an extra counterspell if it is cast upon the bracer.

The spells must be embedded into the matrices of the spell rack by means of Ritual Spell Preparation before the wielder can cast them. They attract no constraints unless associated with a special incantation. This means that casting one of these spells will not unrack it, unless, as noted, it has been associated with an incantation.
They behave in all ways as Special Knowledge spells of the College of Naming Incantations.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Naming Incantations 25,000sp Red x.png px50 Jim Arona 021 076 9376

Celestial Bracer

Leather bracer.jpg

This leather bracer weighs 24oz and is worn on the left forearm.

Extended Strength of Darkness
The duration of a Strength of Darkness spell is tripled when cast upon the wearer.
Celestial Ward
If the wearer's armour is not some form of mail or plate, the bracer is a legal target for a Wall of Starlight spell, whereupon 1 per 3 or fraction Rank moonstones will appear on the bracer, 8 at Rank 20.
While there are moonstones on the bracer, the wearer may subtract 1 for every 2 Ranks from the die roll when making Magic Resistance checks.
The wearer may execute a Free Act to touch a moonstone and create a Celestial Ward. This Free Act cannot be combined with a Strike Check, but does not limit most other Pass Actions, including Prepare and Cast Actions. A Celestial Ward is a translucent, mystic barrier containing bright, twinkling lights. It stands about 2 metres high and 6 metres long. This may be set in a single straight line or curved to cover four contiguous faces of a hex. The Ward may be created at a range in hexes no greater than half the Rank of the spell, and it does not need to be anchored.
The barrier has a damage capacity equal to the Rank of the spell. If the Rank of the spell is 10, the barrier will absorb the first 10 magical damage that crosses the barrier before fading away.
The Ward will last until all of its damage capacity has been used, or another Celestial Ward has been invoked.

The bracer has no magical properties if worn with any form of mail or plate armour.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living Protection 18,000sp Red x.png px50 Jim Arona 021 076 9376

Scarlett

Crimson.jpg

Scarlett is a robe sized for someone of size 6 and weighs 12 lbs. There is no penalty to AG, but because of the richness of her hue, Stealth is penalised by 15. She provides 5 points of Protection, and reduces damage from magic by 7
The wearer's chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar trade.
Scarlett may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, although she has little to offer aside from snide comments about what other people are wearing. She is, however, committed to illicit sensation. To this end, if her wearer spends a night of passion with a barely known acquaintance (of whatever gender, or, within the borders of practicality, species), then she will store an amount of FT equal to the wearer's Rank in Courtesan.
This special FT is only used when the wearer's normal FT is exhausted and may not be used to absorb damage. It cannot be 'healed' or 'restored' by any means other than a night of illicit passion.

Firethread
The wearer may embroider Scarlett with a 'firethread', a thread dyed in their own blood. Such a thread may only be embroidered once per season or adventure, whichever is least. The first firethread will cost 1 EN, each subsequent thread costing double the previous amount. This may be bought back in the usual way.
Once per firethread per day, the wearer may cast an alternative form of Fire Arc. If this form of the spell is chosen, the wearer (only) is consumed in a fiery conflagration, appearing within 5 feet of a potentially flammable substance, an entity or a solid surface. When they arrives, all entities within 1 hex take 1D10 damage. The range is the same as for the normal Fire Arc spell.
Protection and magical Damage Reduction are increased by 1 per firethread.
The wearer ignores the first 5 points of fire damage from any source per Pulse. This is increased by 1 per firethread. This effect is calculated after all other forms of damage avoidance.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Formerly living Fire 25,000sp Red x.png px50 Jim Arona 021 076 9376

Jewellery

Ring of Protection

Plainring.jpg

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 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs any kind 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
Brides of Blackrod Autumn 811 Lands of Chaos Magical Protection 15,000sp Red x.png px50 Jim Arona 021 076 9376


Jewel of Gaze Turning

Eyeoun.jpg

This jewel weighs 2 oz and is worth 2,500sp. Its special magic is activated by placing it on the bearer's open palm and spending 1 EN. The jewel will rise from the bearer's palm and orbit them at a radius of a couple of feet or so, approximately 5 times a Pulse. This EN loss may not be recovered until after the next dawn. Subsequent uses of the jewel (before it has all been healed back) double. Thus, the second use will cost 2 EN, the third will cost 4 EN, etc.
While the jewel is in orbit, the bearer may:

Target one individual within line of sight (requiring a Pass Action). While they continue to spend a Free Act in subsequent Pulses, the individual must Resist vs Backfire to be able to target the bearer. This has no effect on bolts or magic that has an attack geometry.
Attempt a Stealth activity (at half their Stealth value and before penalties are applied), even in plain sight, so long as they have already entered Stealth. Thus, if the bearer were to hide around a corner, they could use Stealth to approach a pair of guards down a corridor devoid of cover. Attempts to enter Stealth while in plain view automatically fail, as usual.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Discord 15,000sp Red x.png px50 Jim Arona 021 076 9376

Nocturne

Nocturne.jpg

This dark gem weighs an oz and is worth 1,800 sp. It has no special ability until a Rite of Midnight has been performed upon it. This takes 4 hours and ends at midnight. At the climax of the rite, the gem must be crushed by the person to benefit from it.
Once this is done, they will be able to manifest their shadow as a black helix that vertically encircles them as a Pass Action. The helix is obvious, being a spiral of blackness perhaps a little taller than the invoker. While manifest, they have no shadow, however Nocturne may not be manifested at noon or in the volume of a Rank 20 Light spell.
Nocturne is a helix that can hold 35 Night. Night, in these terms is a magical signature which is found in items, places or entities as the DM sees fit. Usually, a signature is found in things that are permanently enchanted or magical creatures, Night being a signature associated with magic of darkness, night and the stars (among others).
Nocturne can be used to absorb magic from all Celestial colleges except for the Shadow Weavers. Each Rank of magic that it absorbs reduces its store of Night by 1. If the Rank of the magic falls below 0, the spell has no effect. It does not provide any sense of the Rank of the incoming magic, however. The number of Night must be declared before the effect of the magic is resolved.
The helix provides access to the Celestial signature of Night, and to a lesser extent, Darkness and the Stars. While manifest, Night can be spent as FT for the purposes of casting spells with those signatures, even while standing in the area of Celestial counterspells.
Nocturne's capacity to store Night (but not the Night itself) may be increased by sacrificing 1 EN, and this may be recovered in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Magical Night 15,000sp Red x.png px50 Jim Arona 021 076 9376

Lantern Stone

Fire opal.jpg

This fire opal must be set in a gold chain that will bind the stone to the wearer's left palm. The chain must attach to a ring on the thumb, a ring on the little finger and a bracelet around the wrist. This will require the labours of an Artisan Jeweller or Goldsmith of Rank 4 who will spend 600 sp in materials. The finished jewel will weigh 4 oz.
If a Firelight spell is cast upon the stone it will disappear, an ethereal lantern rising from the wearer's palm. It has the appearance of a cylinder about 20 cms high and 8 cms across. The lantern, itself, is entirely visible but sheds an emanation that can only be seen by means of the Infravision Talent of the College of Fire Magics, racial talents will certainly not detect it. It can travel wherever the wearer wills, but must remain in line of sight, and its TMR is equal to the Rank of the spell. The lantern has a Defence of 20 (+1 per Rank) and any roll greater than 40 is always considered a miss. In addition, it may absorb 30 (+5 per 2 Ranks) damage before being dissipated. If it is forcefully dissipated, the opal will not reappear in the setting until the next dawn.
The emanation covers a volume of a hex at Rank 0. The radius is increased by 1 hex for every 4 Ranks in the spell.
The lantern will 'paint' this volume so that a Fire mage can see the features of the environment and anything in it. The emanation can penetrate Darkness and reveal things that are Blended or Invisible if they are of lesser Rank. Although Walking Unseen will not be revealed directly, things that are under the effect of that spell will always create a shadow that is obvious to any form of Infravision. Nevertheless, the features of the entity covered by Walking Unseen cannot be identified by this means.
Note: The lantern is not a source of light.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Fire 13,850sp Red x.png px50 Jim Arona 021 076 9376

Starling Brooch

This brooch weighs about 1 oz. It must be worn openly to be effective, either on a hat or, if on a cloak, just below the left shoulder.

Worn on hat
Starling.jpeg
When the wearer Prepares Shadow Wings, they may move up to half of their TMR, and similarly, the may move up to half of their TMR when they Cast it.
Instead of large, shadowy wings springing from their shoulders, a flock of about 24 starlings flies around the Adept. The birds do not appear to lift the wearer, they are simply present wherever it is he or she moves to.
The wearer's TMR is increased by 1 per 3 or fraction Ranks, but only for the purposes of determining their aerial movement. If they climb to a height over 15 metres or so, they may call and ride a celestial wind. The Adept is able to vary the direction at their will and increase the speed of this wind to a maximum of 30 mph (+1 per Rank).
The lack of large, shadowy wings and control of the speed means that the wearer requires less space in which to fly. In most circumstances, they can pass through openings 10 feet across or more without requiring a Flying check.
Flock.jpg
Worn on cloak
This function of the brooch may only be used during the day. The Adept takes a minute to cast the spell, and at the end of that time, 1 target (+1 per 2 Ranks) are transformed into a flock of starlings. The number of starlings each target will generate is about 250 per size factor (humans generating about 1,500 starlings, dwarfs about 1,000). All targets of the spell (which has to include the wearer) must be adjacent.
The flock will be directed by the wearer of the brooch, and the spell will automatically end when the flock lands. Ending the spell also ends the transformation.

However the brooch is worn, if the wearer is incapacitated or dead and some duration of Shadow Wings remains, they will flutter safely to the ground.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Celestial 12,500sp Red x.png px50 Jim Arona 021 076 9376

Miscellaneous

Spinning Top

Dreidel.jpg

This top weighs a remarkable 2 lbs. It is about 15 cms high, and perhaps 2 cms at it's widest. It appears to be made from amber.
It is a legal target for a Darkness spell, but instead of shrouding the toy, it becomes heavier, its weight being multiplied by the Rank of the spell (minimum 1).
If the owner sacrifices 1 EN to the top, then it only ever weighs 4 oz, and they can use it in all ways as they might a top. Of course, anything else that hasn't sacrificed EN to it will find that it weighs much more.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Spin 7,000sp Red x.png px50 Jim Arona 021 076 9376

Distaff and Spindle

Distaff & spindle.jpg

This reel of thread weighs 1 oz. On command, it will grow into a distaff and spindle which may be used for the spinning of thread of flax, wool or similar material.The distaff must be held under the secondary arm, and the spindle held in the primary hand.
If the distaff and spindle are so wielded, and the wielder casts a web spell, andyone who fails to Resist is Entangled. All entities in the web who are Entangled are automatically the target of any other spells cast by the wielder. This means that if the wielder casts a Fear spell at one Entangled victim of their web, all of the others would have to Resist or have to roll on the Fright Table.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Thread 15,850sp Red x.png px50 Jim Arona 021 076 9376

Fairy Thimble

Fairy thimble.jpg

This tiny thimble weighs 1 oz. It can be worn on the smallest finger of a human woman or the index finger of an elf maid.
It adds 1 to the wearer's Rank in any Artisan Skill involving the production of clothing, or the repair thereof (Seamstress, Tailor, etc).
In Spring and Summer, it may be sown in the the ground on a Monday. At dawn the next day, a plant will sprout, growing to a height of about half a metre, adorned with blue, bell-shaped flowers. Undetectable to most people, fairies, on the other hand, find the scent of the flowers intoxicating, and any in the area will be drawn to the flower. They will dance around the flower, heedless of any danger they may be in. Only the most strong-willed will be able to resist the lure, the rest surrendering to their euphoric seduction.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Fairy 8,450sp Red x.png px50 Jim Arona 021 076 9376

Hand Mirror of Vain Reflection

Rosewood handmirror.jpg

This hand mirror is made from highly polished bell metal in a rosewood frame and handle. It it about 35 centimetres long and weighs about 2 lbs.
It is a spell rack.
In addition, targets of the bearer's spells suffer a penalty to their Magic Resistance. The penalty is equal to the bearer's PB - 15. However, only those targets who can see the bearer's face reflected in the mirror suffer this penalty. If the bearer or target do not share a line of sight, or if one or both of them are standing in sufficient darkness or light that the reflection cannot be made out, then it has no effect.
If the bearer is slain, then they may inflict a Death Curse upon their killer. Range is not a consideration, however, they must share the same plane of existence.
The victim of the curse adds 7 to their die rolls for the next 7 years. Death or Curse Removal will not relieve this affliction.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Fascination 3,000sp Red x.png px50 Jim Arona 021 076 9376

Crystal Eye of Counterspells

Crystal eye.jpg

This crystal eye is about 2 centimetres long and has no encumbering weight.
To empower it, a Ritual of Creating Crystal of Vision as well as a Ritually Prepared spell of True Seeing must be cast upon the eye at the same time. If successful, once a day, for a period of 5 (+ Rank in Creating a Crystal of Vision) minutes, the eye gives the viewer the ability to See Counterspells cast upon a surface. Counterspells of different colleges and bodies of knowledge have differing colours and textures, and with time these can be identified.
The Rank and range of the True Seeing is the same as the Ritual of Creating Vision, range being calculated at 10 ft (+5 per 2 Ranks in True Seeing).
The effect lasts for 5 (+ Rank in Creating a Crystal of Vision) minutes. Range and duration may be increased by subsequent castings of these rituals. The eye may be configured in one of three ways:

Inserted into an eye socket
which will require the arts of a Rank 10 Healer, who will charge 15,000sp for their labours. In addition, they lose 1 EN in the process, which may be bought back in the usual way. It requires a Free Act to trigger the See Counterspell effect.
Made into a monocle
which will require the arts of a Rank 7 Mechanician (optics) who will charge 8,000sp for their labours. If the monocle is Prepared, i.e. the monocle is actually worn over the eye, it requires a Pass Action to trigger the See Counterspell effect.
Made into a quizzing glass
which will require the arts of a Rank 5 Jeweler who will charge 1,500sp for their labours. The quizzing glass must be Prepared and then a Cast Action used to trigger the See Counterspell effect. The See Counterspell effect ends if the glass is taken away from the viewer's eye, so effectively, one of the viewer's hands will be occupied holding the glass.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Spring 811 Nualis Magical Divination 14,025sp Red x.png px50 Jim Arona 021 076 9376

Crystal Eye of Mana Sense

Crystal eye.jpg

This crystal eye is about 2 centimetres long and has no encumbering weight.
To empower it, a Ritual of Creating Crystal of Vision as well as a Ritually Prepared spell of Mana Sense must be cast upon the eye at the same time. Once this is done, once a day, for a period of 5 (+ Rank in Creating a Crystal of Vision) minutes, the eye may be seen through as if the viewer had Mana Sense.
The Rank of the Mana Sense is the same as the Ritual of Creating Vision (and may be increased by subsequent castings of the Ritual).
The eye may be configured in one of three ways:

Inserted into an eye socket
which will require the arts of a Rank 10 Healer, who will charge 15,000sp for their labours. In addition, they lose 1 EN in the process, which may be bought back in the usual way. It requires a Free Act to trigger the Mana Sense effect.
Made into a monocle
which will require the arts of a Rank 7 Mechanician (optics)who will charge 8,000sp for their labours. If the monocle is Prepared, i.e. the monocle is actually worn over the eye, it requires a Pass Action to trigger the Mana Sense effect.
Made into a quizzing glass
which will require the arts of a Rank 5 Jeweler who will charge 1,500sp for their labours. The quizzing glass must be Prepared and then a Cast Action used to trigger the Mana Sense effect. The Mana Sense effect ends if the glass is taken away from the viewer's eye, so effectively, one of the viewer's hands is occupied holding the glass.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Spring 811 Nualis Magical Divination 8,950sp Red x.png px50 Jim Arona 021 076 9376

Doubling Ring

Carved ring.jpg

This ring must be attached to a staff or pole weapon, and will increase its weight by 1 lb. The wielder of the staff or pole weapon can double the range of any non-ritual teleport magic that they know, up to a maximum of 1 mile. Doubling the distance traveled costs 1 EN the first time it is used, then doubles each subsequent teleport, resetting at midnight.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Spring 811 Tanuel Magical Dimensional Folding 12,350sp Red x.png px50 Jim Arona 021 076 9376

Brazen Flying Cup

Brass movement.jpg

This brass locket weighs 4 oz and is about 10 cms across. It contains a clockwork movement with tiny, delicate gears and levers.

Brass flying bowl.jpg

If 1 EN is sacrificed to the locket, and 1 week of time spent learning how to manipulate the gears and levers in the right way, then a brass cup about 3 feet across (+1 ft per 3 Ranks in Mechanician) and weighing 75 lbs (+20 lbs per Rank in Mechanician) folds out of the locket. It has a Defence of 10 (+ Mechanician Rank) and Protection of 4 (+1 per 2 Ranks in Mechanician). The cup will be able to bear a load no greater than 150 lbs (+40 lbs per Rank in Mechanician).
Three brass balls rise from the bottom of the cup to a height of 8 ft, and each of them is a legal target for the Increased Temperatures spell. An horizontal wheel is also set into the base of the cup, and this is a legal target for the Wildfires spell.
If Increased Temperature is cast upon the balls (requiring 1 Cast Action but 3 FT), then the cup will rise up into the air at a rate of 1 foot in the first Pulse, 2 ft in the second Pulse, 3 ft in the third Pulse up to a maximum of Rank in Increased Temperature per Pulse.
If Wildfires is cast upon the horizontal wheel, then the brazen cup gains a lateral TMR of 4 (+1 per 3 Ranks). The cup can be moved at 30 miles per hour (+1 per Rank) but at any height of less than abour 50 metres above the ground will require a Flying Skill check every Pulse.
The damage capacity of the cup is 50 (+10 per Rank in Mechanician). Reduction to damage capacity persists until repaired. However, if the cup damage capacity is greater than 25, then the damage is considered superficial and it can still be flown. If the damage capacity is less than 25 then it is no longer structurally sound and will descend to the ground. Every Pulse spent solely flying allows the Mechanician a Flying check, success indicating that the cup behaves as if the damage capacity is 25 or greater for the next Pulse.
For every hour the Mechanician spends repairing superficial damage, D10 is restored, and this costs nothing. However, when the cup has suffered structural damage (reduced below 25 damage capacity), then sufficient brass materials must be made or bought, which will cost 200sp per point restored.
The cup provides no cover to attacks from above. However, if the attack is delivered at the same height, increases Defence for those inside the cup to attacks at the same height by 20. If the attack comes from below, then the cup takes the damage first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Perfidious Albion Magical Artificing 13,115sp Red x.png px50 Jim Arona 021 076 9376

Chaise Lion

This small orichalcum figurine of a lion weighs 10oz.

Once in a tweny-four hour period, the owner can use it in one of two ways.

Riding Lion
Lion.jpg
During the day it can be turned into a very large Lion, who will occupy two hexes. The owner may ride upon the Lion, reclining along his spine. The ride is magically comfortable.

While the sun is in the sky (not necessarily visible), the Lion will cover at most 360 miles from dawn to dusk. If half of the day is used to travel, then half this distance is traveled, and so on. Oddly, the Lion in Winter travels faster than in Summer.
Travel is always broken by natural and geographical barriers, e.g. rivers, forests without paths, mountains without passes, etc.
The pace of travel always appears as if it were no more than a stately amble (light exercise), and does not avoid encounters. Mostly, only those confident of being able to deal with a two-hex Lion will choose to do so. Unfortunately, the Lion lacks any combat abilities or any inclination to engage in it, and will immediately return to its figurine form should violence more threatening than an exchange of insults ensue.

Comfortable Chaise
Chaiselongue.jpg

At any time, the owner can turn the figurine into a chaise longue, where it provides decorous comfort. Whoever sleeps, rests or dines (in the Roman fashion) on the chaise recovers one extra FT per hour or meal.

If the figurine is used, the owner must spend either one hour or more of dusting, cleaning and polishing the chaise longue or one hour or more of stroking, braiding flowers into his mane and making frequent mention of how handsome the Lion is. This is essential to the maintainenance of the enchantment. If this is not done, the figurine loses it virtue and simply becomes an attractive piece of bronze.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Transformation 14,000sp Red x.png px50 Jim Arona 021 076 9376

Brazier of Revelation

Thurible.jpg

This brazier is made of brass, and weighs 4 lbs. If an Adept successfully performs a ritual of Flame Sight over an item, object or place, and burns within the brazier an oz of musk and an oz of poppies (costing 100sp), then the results will be as if they had cast a Ritual of Divination of the College of Naming Incantations. If they burn an oz of Frankincense (costing 300 sp), then the results will be as if they had cast a Ritual of Ancient Divination of the College of Naming Incantations. In neither case will the item to be Divined be destroyed.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Divination 9,750sp Red x.png px50 Jim Arona 021 076 9376

Tome of Dissipation

Tome.jpg

This dusty old tome has heavy leather covers and pages of yellowing parchment. It weighs 3 lbs.
The holder of this tome may advance any Counterspell they know beyond Rank 0 by paying the standard Experience cost.The Counterspell must be written into the book, and if it should leave their possession, all Ranks so advanced are lost.
In addition, the tome allows the Adept to dissipate the effects of a spell by casting a Counterspell they know. They must perform at least one hour of Ritual Spell Preparation at the end of which they must cast the appropriate Counterspell, and specify the name of the spell to be dissipated. Only spells (not rituals) may be dissipated using this technique.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Counterspell 12,700sp Red x.png px50 Jim Arona 021 076 9376

Hulda's Cup of Petals

Tulip cup.jpg

This cup weighs no more than 12 oz, but is very delicate. At least 1 Prepare Action is required to extract it from a pocket, and 4 are required to remove it from a pack. No Prepare Actions are required if it is part of the owner's standard battle attire. But, if this is the case, then there is a chance that the cup will be destroyed whenever they take damage.
The cup cannot be affected by damage from like Hand of Death, or similar magic. It is resistant to heat and cold but vulnerable to physical blows.
Whenever the cup's bearer takes damage that ends in 8 or 9, then that damage is also inflicted upon the cup. If the damage is as a result of heat or cold, then the result is divided by 4.
Once the cup has taken 50 points of damage, it is destroyed.
Drinking from the cup allows the bearer to heal themselves of damage caused by undead draining. The amount healed is 2 D10. If the result on any die is 0, then another die is rolled and summed. This continues until no more 0s are rolled. If no 0s are rolled, then on a subsequent Pulse, the bearer may drink from the cup again, also requiring a Pass Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Flower 12,180sp Red x.png px50 Jim Arona 021 076 9376

Fiora's Wand of Dragonflames

Wand of fire.png

This wand weighs 24 oz. It must be wielded in the caster's primary hand to be effective, and it takes a Pulse to Prepare.
If the wielder casts Dragonflames with the wand, then they may shorten the range of the cone, without also reducing the base. Thus, if the wielder's Rank with the spell was 20, the attack geometry would be 20 feet long with a base of 35 feet. Note that the minimum length of the cone is 20 feet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Fire/Fascination 9,750sp Red x.png px50 Jim Arona 021 076 9376

Bathory's Veils

Seven veils.jpg

These veils weigh 2 oz, the entire set weighing 14 oz in total. They are worn around a woman's head and shoulders.
Wearing these veils allows the wearer a second Resistance check against that arises from, or forces them to perform a Deadly Sin. These are sins of:

Lust
Gluttony
Sloth
Despair
Wrath
Envy
Pride

Tearing a veil is a Free Act.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Mind/Illusion 1,000sp Red x.png px50 Jim Arona 021 076 9376

Spell Rack - Menolly's Bracelet of Beads

Bracelet of beads.JPG

This bracelet of beads weighs 2 lbs and is a Spell Rack,
The bracelet holds 3 amber beads, which Menolly can pass to her friends. These beads are legal targets of Menolly's Lesser Enchantment spell, and stack with it. This version increases their bearer's chance to resist Fear from any source and their Strike Chances by the Rank of the spell (minimum 1). This enchantment lasts until the next dusk or dawn, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Meta-magic 4,000sp Red x.png px50 Jim Arona 021 076 9376

Spell Rack - Arwen's Golden Sickle

Golden-sickle.jpg

This bronze sickle weighs 2 lbs and is a Spell Rack,
Mistletoe gathered with this sickle will not wither until the change of the season, so that it offers a +5 bonus to Earth Magic for as long as it is worn.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Meta-magic 750sp Red x.png px50 Jim Arona 021 076 9376

Spell Rack - Keshah's Casting Board

Slate board.jpg

This slate casting board weighs 2 lbs and is a Spell Rack,
Keshah may Prepare a spell taking 10 minutes and writing its runes on the board. At some time in the future, Keshah may cast the spell written on the board without requiring a Prepare Action, erasing the runes on the board.
If the board gets wet or the runes are wiped or defaced in some way, this special Preparation will be lost.
Only spells whose Rune is 'Touch' or greater may be written on the board. The Greater Heart Rune is not allowed, either. In addition, the range property of the Prepared spell is set to 'Touch' if it weren't already.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Meta-magic 4,000sp Red x.png px50 Jim Arona 021 076 9376

Spell Rack - Logan's Horseshoe

Golden horseshoe.jpg

This golden horseshoe weighs 2 lbs and is a Spell Rack,
Whenever Logan engages in any activity involving the exchange of money, his profit margin is 5% greater than can be otherwise accounted for. This will always be true unless his profit margin is zero or less.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Meta-magic 950sp Red x.png px50 Jim Arona 021 076 9376

Spell Rack - Flamis' Lamp

Lamp.png

This lamp weighs 2 lbs and is a Spell Rack.
While the lamp is lit (Firelight will work), a special reserve of mana that can be used for casting Fire magic may be accessed. This reserve may be drawn from the lamp even if the environment would not normally allow it (e.g. if the Adept is underwater or in a vacuum). This means that a spell cast this way will take normal effect. It does not allow casting when bound or physically prevented from casting.
The lamp contains a maximum of 12 points of Fire mana, which refreshes at noon on Sunday.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Tanuel Previously living Meta-magic 2,500sp Red x.png px50 Jim Arona 021 076 9376

Allies

Covenant

Covenant is a rainbow snake. She is happiest lying around on an appropriately attentive mammals so that she can polish her beautiful scales.
If an entity sacrifices 1 EN to her, she will become a loyal and helpful familiar. However, she requires a juicy mouse or other small creature every 3 days or so, otherwise her scales will dull, and this will make her unhappy. When she is unhappy, Covenant becomes unhelpful and complaining.

Description
This enchanted snake is about 3 ft long and covered with coloured scales in pastel shades.
Abilities
Covenant
has a special talent that lets her share what she sees and hears with whoever can speak to her.
has a racial spell, Rainbow Form
may not be targeted by any magic while she is draped around the body of an entity who has sacrificed EN to her. This includes area of effect magic.
is a legal target of Speaking to Enchanted Creatures, Converse With Animals or similar magic.
Movement Rates 
Slither: 300,
Rainbow serpent.jpg
PS: 7 MD: None AG: 15 MA: 12 EN: 14 FT: 15
WP: 18 PC: 12 PB: 18 TMR: 8 NA: 5
Magic Resistance
38%, Defence: 15, Stealth: 80% - Rank 0
Weapons
Covenant may bite. Poison occurs after effective damage.
Bite: BC 75%, [D + 2], Close, Rank 0.
Poison: special

The range over which Covenant can share her senses of vision and hearing is the same as the Range of Communicate with Animals (or similar magic).
Her bite may be Ranked using the Experience cost for Unarmed Combat.
If any effective damage is done, then the victim must Break 100 + EN. If they succeed, then they cannot be affected by her venom. If, however, they fail, then their EN, PS, MD and AG will be halved over the period of an hour or so.
They will automatically recover at dawn of the next day.

Rainbow Form
Range: Self
Duration: Conc. No max
Experience Multiple: 450
Base Chance: 10%
Resist: None
Storage: Potion
Target: Self
Effects: This spell allows Covenant to assume a 2-dimensional form. This means her resistance to magic that harms by heat or cold is halved. In addition, area of effect damage, magical or non-magical, is doubled. These constraints stack.
When she is 2-dimensional, she may travel along walls or ceilings at her normal TMR or movement rate, and can usually find a way through cracks and the like. Alternatively, she can Blend as the spell, but in this case she cannot move.
Covenant does not earn Experience, whoever owns her must spend their own Experience to raise her abilities.

Adventure Season Plane of Origin Aura Nature of Magic GM
Brides of Blackrod Autumn 811 Nualis Long-living sentient Rainbow px50 Jim Arona 021 076 9376

Lore

Copper Scroll: Plans for a House of Life

Copper scroll.jpg

These plans show how to make a building containing resurrection chambers. All building must be completed within three months of the start as the scroll crumbles progressively, revealing the next step in construction until it is entirely reduced to dust.
Although those who are Death-aspected can build a resurrection chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Sarcophagus.jpg

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example 
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until another 3 EN is sacrificed it is simply magical architecture.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis Magical Resurrection Quest Red x.png px50 Jim Arona 021 076 9376


Copper Scroll: Of Discipline & Mental Fortitude

Copper scroll.jpg

24 hours after this scroll is opened, it will crumble to a greenish dust. Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brides of Blackrod Autumn 811 Nualis None Discipline Quest Red x.png px50 Jim Arona 021 076 9376

Abilities

Starfire-Spell Magazine

Name: Starfire
Spell: Spell Magazine
Effects: This incantation of the spell makes the spell last for a number of Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough, it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine. Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

This incantation is not teachable.
Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Healing-Quickness

Name: Quickness
Spell: Healing
Effects: The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.

Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.

This incantation is not teachable.
Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Blackfire-Enhanced Damage

Name: Enhanced Damage
Spell: Blackfire
Effects: This incantation of Blackfire inflicts an extra D10 is added to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice. Those who resist take half damage.

Any entity in the area of effect that fails to resist suffers a penalty vs fear equal to the Rank of Blackfire. This penalty lasts for five minutes or until successfully Rallied, whichever happens first. It does not cause fear in and of itself.

Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

This incantation is not teachable.
Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Strength of Stone-Minor AoE

Name: Minor Area of Effect
Spell: Strength of Stone
Effects: All legal targets that share the target's megahex at the time of casting benefit from Strength of Stone for the duration of the spell. All recipients of the spell increase the bonus to the same stat, either PS or EN, and this must be determined when the incantation is racked.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Trollskin-Cannibalise

Name: Cannibalise
Spell: Trollskin
Effects: This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Sacrifice-Ephemeral Will

Name: Sacrifice
Spell: Ephemeral Will
Effects: The duration of the spell is changed to Concentration: no maximum.
Cost: 2500 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Increased Gravity-Major Area of Effect

Name: Major Area of Effect
Spell: Increased Gravity
Effects: The spell has a large area of effect with a radius equal to the Rank of Increased Gravity in feet.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Increased Gravity-Reverse Gravity

Name: Reverse Gravity
Spell: Increased Gravity
Effects: The target of this spell must Resist vs Celestial Special Knowledge magic, or have the effects of gravity reversed upon them. This means that they instead of falling down, they will fall up.
Rank does not increase the effect of gravity.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 1
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376


Fireball-Stormfury

Name: Stormfury
Spell: Fireball
Effects: This incantation of the spell makes the Adept the centre of a Fireball spell which does them no harm. In addition to any fire damage, it will detonate with concussive force knocking any two-legged creature over within the Area of Effect that does not Break 100 + 2 x PS. Four-legged creatures are entitled to Break 100 + 3 x PS.
This incantation of Fireball will expand to fill a volume, so it is wise to precalculate this.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Trollskin-Minor AoE

Name: Minor Area of Effect
Spell: Trollskin
Effects: All legal targets that share the target's megahex at the time of casting benefit from Trollskin for the duration of the spell
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM. Casual physical contact, on the other hand, will not cause the spell to fail.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Armour of Earth - Stone Ward

Name: Stone Ward
Spell: Armour of Earth
Effects: This incantation of the Armour of Earth spell can only be cast on the Adept. The incantation provides them with 2 + 2 /Rank Defence, and at Rank 10+, they reduce damage by 1. In addition to the usual benefits, 1 for every 4 Ranks is added to the result of any attack made against the Adept, making it harder to hit them.
Should the Adept be wearing armour made from non-metallic products of the earth (stone, clay, porcelain etc), then at Rank 15, damage reduction is increased by 2 and at Rank 20, increased by another 3. Thus, at Rank 20, they would reduce damage by 6.
Cost: 1500 Experience. Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.
Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Quest px50 Jim Arona 021 076 9376

Fireball - Orbs of Flame

Name: Orbs of Flame
Spell: Fireball
Effects: This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard's Eye, Waters of Vision etc, but not Telepathy).
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic Fire Quest px50 Jim Arona 021 076 9376

Levitation - Mystic Elevation

Name: Mystic Elevation
Spell: Levitation
Effects: This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes. Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT by 1
This incantation is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Meta-magic E&E Quest px50 Jim Arona 021 076 9376

Smoke Form

Smokeform.jpg

Range: Self, touch at Rank 11+
Duration: 5 seconds + 5 / 2 Ranks
Experience Multiple: 325
Base Chance: 20%
Resist: Active & Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: When this spell is cast the target (and possessions) turn into a cloud of smoke that smells strongly of burning. The target may be affected by magic spells. Normal or silvered weapons do not harm the target, but magical weapons may. The target may not use any possessions such as weapons, nor may the target cast or trigger magic. Magical or Racial Talents may be used however. The target may move up to TMR 2 in any direction and pass through any opening that is not airtight. When the duration of the spell expires, the target will reform in the nearest hollow space large enough to accommodate the target’s body.
The spell must be stored in a spell rack via Ritual Spell Preparation before it can be cast. Since it takes no constraints, it does not unrack in the normal course of events. It constitutes a Special Knowledge spell of the Adept's College, and is not teachable.

Adventure Season Nature of Magic Signature Value GM
Brides of Blackrod Autumn 811 Transformation Fire Quest px50 Jim Arona 021 076 9376

Grounding

Ground strike.jpg

Range: Self
Duration: 30 minutes (+30 minutes/Ranks)
Experience Multiple: 250
Base Chance: 20%
Resist: None
Storage: Potion
Target: Entity
Effects: While under the effects of this spell the Adept:
-cannot be involuntarily separated from the Earth (lifted by levitation, reverse gravity or similar magic).
-is firmly ‘grounded’ to the earth so any lightning that strikes into their megahex will bend to strike them in preference to all other targets. Any magical lightning that strikes the Adept will ground through them into the earth without any ill effects to the caster or any of their possessions.
If they are struck by mundane lightning, regardless of how much damage the lightning stroke inflicts, they may not be reduced to less than -1 EN.
The spell must be stored in a spell rack via Ritual Spell Preparation before it can be cast. Since it takes no constraints, it does not unrack in the normal course of events. It constitutes a Special Knowledge spell of the Adept's College, and is not teachable.

Adventure Season Nature of Magic Signature Value GM
Brides of Blackrod Autumn 811 Attunement Earth Quest px50 Jim Arona 021 076 9376

Lava Skin

Lava dancer.jpg

Range: Self
Duration: 30 minutes (+30 minutes/Ranks)
Experience Multiple: 225
Base Chance: 30%
Resist: None
Storage: Potion
Target: Entity
Effects: The Adept is covered in hot, sticky lava. Once per Pulse, requiring no Action, the Adept may choose to have their skin erupt with prominences of lava. Anyone who shares the same hex as the Adept must make a Magic Resistance check every Pulse. Those who fail take 1 (+1 per 2 Ranks) fire/heat damage.
If the Rank of the spell is higher than 10, then their Magic Resistance is halved.
If the Rank of the spell is Rank 20, D10 is added to the damage.
They may set flammable objects alight if they share the same hex at the DM's discretion.
The spell must be stored in a spell rack via Ritual Spell Preparation before it can be cast. Since it takes no constraints, it does not unrack in the normal course of events. It is a Special Knowledge spell of the College of Earth Magic, and is not teachable.

Adventure Season Nature of Magic Signature Value GM
Brides of Blackrod Autumn 811 Attunement Earth Quest px50 Jim Arona 021 076 9376

Ritual of Creating an Astral Gate

Range: Touch
Duration: Special
Experience Multiple: 350
Base Chance: 10%
Resist: None
Actions: Draw the outline of a gate in darkness on a Wall of Starlight
Target: Wall of Starlight
Effects: This ritual is performed on a Wall of Starlight spell is focused and may only be cast while the Adept holds the Souldark Staff. The ritual may not be Ranked higher than the Adept's Wall of Starlight spell.
If the ritual is successfully completed, then a gate will open in the Wall which will lead either from the material world to the Astral, or vice versa. As many entities as the Adept has Ranks in the ritual may pass through the wall. If they are dark- or lunar-aspected, they must resist or suffer the effects of the wall. Anyone else may pass through the wall without harm.
The Astral does not map onto the material in any way. If you enter the Astral then travel 100 feet to the left, and then return to the material world, there is an infinitesimal chance that you will end up on the same world. There is a somewhat better chance that you will step into the heart of a dying star, or, most likely, the cold embrace of the void.
Passing through the portal happens during the Pulse, and reduces the traveler's FT to zero. This is lost to exhaustion and cannot be healed back.
No two Astral Gates so enhanced by this ritual may share the same horizon. The higher the position of the gate, the greater the distance between them. The closest they can ever come is about 5,000 metres.

Adventure Season Nature of Magic College of Magic Value GM
Brides of Blackrod Autumn 811 Gate lore Astral Quest px50 Jim Arona 021 076 9376