Fallen Ocelotepec - Ophelia's Award

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Return to Fallen Ocelotepec

Ophelia returns to the Guild on the 11th Snow 817wk with 30,653 Experience

She has earnt these Spots:

3 7 7 7 7 8 8

She may

advance any Talent six Ranks.
advance her Rank in Stealth 1 Rank at only 90% of the cost and no time.
advance her Rank in Oaxacan as if she had been immersed in it for 4 weeks.
advance her Rank in Climbing 1 Rank at only 90% of the cost and no time.


Consumables

Other

Wraith Shadows

This shadow may be employed once per Pulse, requiring a Free Act, as a 3 Spot, to restore 3 FT lost from any cause except Life Drain or FT reduction.
Alternatively, it may be used as 3 Star.


Alchemical Products

Grenadoes

Charms

Herbs

Herbal Products

Sacred Incense x 3

This block of herbs, pressed in special oils is about 6 inches long, 2 inches wide, 1 inch thick and weighs 7 oz.
An inch of the block must be shaved off and burnt in a brazier or censer. It will shed faint but aromatic smoke in an 8 ft high circle with a diameter of 1 hex, increasing at a rate of 2 hexes every 6 Pulses. However, the shavings are a legal target for the Smoke Creation spell, which will make it propagate across the volume in accordance with the spell's characteristics.
Entities inside the incense must Break 125 => EN + WP. All entities that fail are automatically targets of a single Casting of the Hypnotism spell unless they have some special defence against such magic and their WP is reduced by D10 - 5 (+ 1 per 3 or fraction Ranks). WP reduced in this way returns at a rate of 1 every 3 days.

Enhanced Willpower Draught

This herbal draught increases the imbiber's WP by 18 for 9 hours.

Potions

Potion of Waters of Strength

This phial weighs 4 oz. The Rank of this potion is 11


Potion of Enhanced Healing x 2

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 3 rollup D10 + 20 damage.

Potion of Curing

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 1 rollup D10 damage that Pulse, then another at the end of the next Pulse, and a last rollup D10 at the end of the third Pulse.

Slap x 2

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 70 or less on percentile or be shattered. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.

Jazz

This bottle is fragile but if it is on a belt or otherwise easily accessible, the potion can be drunk without requiring a Prepare Action. Should the bearer be struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. It encumbers as if it weighed 4 oz.
Whoever drinks Jazz gains an extra Action at their normal Initiative Value + 20. However, their EN value is halved. Four Pulses after taking it, the Jazz effect will wear off, at which point their EN loss may be cured.
Taking two potions of Jazz does not give the imbiber 2 extra Actions a Pulse. Instead, the duration queues, while EN value is halved yet again. In other words, if Tsayoi were to take Jazz in Pulse 1, in Pulse 2 he would have 2 Actions and his EN value (25), is reduced to 13. His second Action in Pulse 3 is to take yet more Jazz (meaning that it will wear off in Pulse 9, not Pulse 5) and now his EN value is reduced to 7. Note that EN value is affected, so any attempt to restore it will either fail or cause the Jazz effect to dissipate.
Although the imbiber may benefit from the effects of a Strength of Stone spell before they take Jazz, they are no longer a legal target for this spell until the Jazz effect has worn off.
When Jazz has worn off, the imbiber's maximum EN value is restored but not their EN value. To continue the example with Tsayoi, he will have to be restored of 18 points (to take him from 7 to 25) before his EN value is fully recovered.


Potion of Waters of Healing

This phial contains:

Waters of Healing.
Rank 20

Potion of Trollskin

This phial contains:

Trollskin
Rank 20

Potion of Shadow Wings

This phial contains

Shadow Wings
Rank 20

Scrolls

Invested Items

Wands

Gems

Amulets

Gems

Psychic Quartz Crystal

This chunk of quartz is roughly 3" x 4" x 5" and weighs 6 lbs. It contains 2 stored incantations of Undetectable Mind at Rank 7

Mind Shield - Undetectable Mind

Effects: This incantation of Mind Shield prevents the Adept's mind or emotions from being detected or read either by Telepathy or ESP.
Cost:700
Constraints:Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Learning the incantation uses up a charge.

Weapons

Eärendil's Trident

The haft of this trident is 14 inches long and made from bronze inlaid with mithril, the tines are made from malachite. It weighs 20 oz, is treated and advanced as a dagger, except that it is not balanced for throwing, and may only be wielded by Teleri. The base Strike Chance is 47% and the base Damage is 1 rollup D10 + 3. Any miss may be rolled again until a hit is scored or 3 attempts have been made, whichever comes first. If damage is rolled against orcs, goblins, balrogs, Ungoliant's brood or minions of Morgoth, then base damage increases to 3 rollup D10 + 9.
If uncovered, it will shed faint light of silvery blue over a diameter of 45 feet if orcs or goblins are within 100 feet. It will do the same thing if a balrog is above ground and within a mile. This light recalls the light of the Two Trees, is magical in nature, and will penetrate Rank 20 Darkness, but only for Elves. It will provide sufficient light, even in areas of 100% darkness, for those with Colleged Witchsight, Night Vision or similar to see by.
For every odd-numbered Rank in Dagger, resetting at dusk, the wielder may Cast Disruption as if it were this spell:

Light of Eärendil

Range: 20 feet (+10 feet per Rank)
Duration: Immediate
Resist: Passive
Target: Object or Entity
Effects: The wielder releases rays of searing starlight that attack 1 target per 3 or fraction Ranks in Disruption. If a target fails to Resist, they take D10 + 1 per Rank damage, half if they Resist. The damage may be reduced by the Protection of the target's armour or their Spell Armour, whichever is least. Damage Reduction is applied normally. Fire Armour and Fireproofing do not protect against this damage, Resistance to Light does. The wielder may reduce Magical Resistance by 20 on a double effect, as opposed to a triple effect.
The base Cast Chance of Disruption is increased by their Rank in Dagger.
Additionally, if this spell is Cast against orcs, goblins, balrogs, Ungoliant's brood or minions of Morgoth, their Rank in Dagger is subtracted from the result of the Cast Check.

Blink Staff

This 512 ft slender black staff is made from solid darkness, weighs 2 lbs and holds a 4" splinter of obsidian at the top. The base Strike Chance of the staff is 61% and the base damage is 1 rollup D10 + 4 A & C Class damage. Bonus damage for extra PS is never applied
Once a bonding cost of 1 EN has been paid, the Quarterstaffr has these functions:

  • The wielder increases their Defence by 2 (+2 per Rank in Quarterstaff). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 in Quarterstaff and by another at Rank 8. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.

The wielder gains a Blink Pool of 3 (+ 1 per Rank) hexes. The wielder is allowed a Break 100 => MA + Rank against a single attack which may be attempted upon learning how much damage they are about to take. The effect will move them a split second back in time and teleport up to 13 of these blink hexes away from danger. Only one Reflex Action is allowed per Pulse but it may be taken ahead of their initiative.
This pool may only be replenished by Purifying with the staff across their knees at midnight, which will fill the pool by 1(+1 for every 10 Ranks in Purification). It may only be attempted once a night, and never on a night of the full moon.
Spells cast upon the wielder that have had their duration halved have their duration doubled.
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 Warping Animating Objects Darkness
Wall of Ice Extinguish Fires Water Breathing Trollskin
Walk on Water Opening Resist Cold Speaking to Enchanted Creatures

The wielder releases the spells stored by using a Cast Action. They are not Triggered.
The staff is a legal target for the Animating Objects spell, whereupon it becomes a phylactery for these power words:

Shield
Spell Shield

Fatigue cost is 5, Range is 10 feet, and the Free Act prevents the wielder from making Melee or Ranged Strike Checks in the same Pulse.
The staff accepts weapon spells but these have nothing more than cosmetic effects, except that a Spectral Weapon or Rune Weapon spell will allow the staff to Strike at the incorporeal or into the Astral.


Armour

Void Robes of the Qalamari

These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer's Magic Resistance to Annihilation or Dark Sphere contact is increased by 10.
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM's whim.


Jewellery

Amulets

Pearl Lip Pin

This lip pin is made from gold and holds a small, freshwater pearl. It weighs 1 oz, and must pierce the lip for its magic to be effective.
Once a day, resetting after dawn and the performance of the toilette, the wearer may Cast a spell without Uttering.

Golden Eyebrow Bar

This bar of gold is half an inch long, 1/7th of an inch wide and, if worn by a person of decency, it increases Encumbrance by 1 lb. It must be set into an eyebrow so that the gold emerges from either side.
The wearer may look at an entity within 40 feet, requiring a Free Act, Break Active MR => MA + PC. If the result is greater than this, the wearer has successfully calculated how many pints of blood they hold. If they result is 100 or higher, the wearer may ask a question, similar to the working of the Detect Aura Talent, but only with respect to their character. The wearer might ask, for example, how honest the target is, how pious, if they are a psychopath. They cannot ask if they have committed a murder, stolen money etc. Only the nature of their personality may be interrogated.

Spell Racks

Crystal Skull Phial

This spell rack is a bottle that has been carved by arts lost to the mists of time into a human skull 3" x 4" x 5" . Empty, it weighs 1/2 lb. It adds 2 to the bearer's WP with respect to the Sorceries of the Mind.
If the bottle is filled with the bearer's blood (which will increase it's weight to 1 1/2 lbs) and left to stand for the three nights of the full moon, a reservoir of casting FT is created equal to 1 for every 2 EN bled. This blood loss may be Regenerated by a Healer of Rank 9 or higher. Otherwise, the EN will return at a rate of 1 every 3 days, so long as the bearer expends less than half their FT. Physick may help with this. The bottle may be fully or partially "topped up" on the occasion of the full moon, but will hold no more than 12 spell casting FT.

Circlet of the Æthers

Circlet of the Æthers
Circlet of the Æthers

This circlet of woven orichalcum and mithril holds a large emerald and a drop pearl. It weighs 4 oz and reduces damage from all sources by 1. This stacks with other magic and items up to a maximum of 6. It must be worn over a green velvet wimple that costs no less than 100gp for its magic to be effective
The wearer subtracts 5 from the die roll when Resisting magic that teleports, disintegrates or annihilates (e.g. Dark Sphere, Entropy Locusts, etc.) and if the result of the die roll is reduced to zero or less, then they are entirely unaffected by the magic.
The wearer increases the wearer's PC by 1.
Wearing the circlet will increase Rank on the Social Status table (Section 1.5 Heritage, page 8) by 1to a maximum of Lesser Nobility.
Five points of FT may be bought for the circle at a rate of one per season or adventure, whichever is the least, and at the standard cost. This FT may only be used to Cast magic and is not available to absorb damage.
The circlet increases the base Cast Chance of Mental Leap, Warp Gate or similar magic of the College of the Sorceries of the Mind by 5. It also reduces the FT cost to travel via Warp Gate or similar magic by 3.
It is a focus for this Talent:

Astral Sight

Range: 50 feet (+10 per Rank), special
Experience Multiple: 175
Storage: Potion
Effects: The Adept can detect spatial anomalies and dimensional flaws within range, if such things are the work of normal magic which is the same Rank as this Talent or less. Large dimensional gates and portals may be detectable from the horizon if normal visibility is not obscured. . If such a thing is within his field of view, and the roll is equal to or less than PC + 5 per Rank in the Talent, then the Adept can tell that such a feature exists.
This Talent will identify spatial anomalies like Deep Pockets, Shadow Pockets, Maze, Itemisation and some forms of shape changing. Dimensional flaws are things like Rune Portals, Dimensional Portals, Shadow Walking, some forms of invisibility, middlemarches, wormholes and the like.
While it is worn, the Talent may be learnt, advanced and used in the usual way. If the circlet is lost, destroyed or given to another, any Rank with the Talent is lost unless it has been advanced to Rank 20.

Narchuitl

Ring of Fire
Ring of Fire

This ring, made entirely of carnelian, weighs 4 oz and must be worn on the ring finger of the right hand for its magic to be effective. It is an elven ring of power, although a lesser one.
The wearer may Bind Fire by casting the Ritual of Binding Will upon flames within a 10 foot radius (+ 15 feet / Rank). This ritual may not be used over a volume occupied by a fire elemental. They may do anything with the fire except form or control an elemental. They may communicate with them and with salamanders.
The ring also empowers the bearer's Resist Temperature Talent so that, aside from its other benefits, the bearer ignores the first Rank damage from magical or normal fire per Pulse so long as they are elven. This is applied after a Circle of Protection but before Fire Armour and any other mitigation.
The reaction of a fire elemental who notices the bearer is positively increased by 20 if the bearer is an elf. If the bearer is a minion of Morgoth (orcs, goblins etc) or one of Ungoliant's brood, it is negatively modified by 60, all others races receive a 30 point penalty.

Ring of Spell Penetration

This ring is made of silver, marked with glyphs on dark blue enameling, weighs 4 oz. It must be worn on the middle finger of the left hand for its magic to be effective.
The ring enhances the bearer's ability to cast Spells. If their Check is 15% of their modified Cast Chance they may reduce their target's Magic Resistance by 20. If they roll 5% of their modified Cast Chance, they may reduce it by 40.

Miscellaneous

Belt of the Qalamar

This belt weighs 1/2 lb. If Telekinesis is cast on the wearer, their weight is considered 1/3rd their original value.
Although the belt does not allow the wearer to change the orientation of gravity, they can reverse it when they are in contact with a surface. This doesn't let them fall up, just that they can change their orientation once they touch the ceiling. If they do it while they're on the ground, then they can stand on the head.

Trumps

These trumps have been drawn onto plaques of ivory and each weighs 5 oz.

Burning Death

Burning Death
Burning Death

This Trump may be played when casting Spectral Warrior, Phantasm or the Nightmare Illusion.

Description
Burning Death is a humanoid skeleton wrapped in hellish fire, and around whose skull, thirteen flaming daggers hang in a grim mockery of a saintliness.
Abilities
Whoever sees Burning Death must roll under 1 x WP or roll on the Fright Table, adding 10 to the result.
Movement Rates
Running / Walking on Air: 350/450
PS: 18 MD: 22 AG: 18 MA: 20 EN: 18 FT: 28+Rank
WP: 20+Rank PC: 20 PB: 1 TMR: 6+(Rank/4) NA: Flames provide 10 Spell Armour
Weapons
Flaming Dagger: Cast Chance 35 (+3 / Rank) %, 1 rollup D10 + 1 Rank, Melee & Ranged, 6 hexes (+3 hexes per Rank), Fire damage
Defences
Burning Death is always Immolated, which adds 2 Defence (+3 for every 2 Ranks), and inflicts Rank Fire damage on any entity that is within a hex of it, except for the Adept, unless they Resist. Fire Special Counterspells will not help with this.
Flaming Dagger is Cast without Preparing it and costs 2 FT. If it is resisted, it inflicts half damage. The Adept can retarget Burning Death, and this requires a Magical Pass Action. It is not prevented from entering a couterspelled hex, nor may it be dissipated by having a counterspell cast upon it. It may be Banished, however, special abilities notwithstanding, it may not be interacted with by anyone except its target.
Burning Death may only be damaged by B or C Class weapons that are silvered or made from iron. All other weapons, magical or otherwise, do it no harm.
Burning Death has 13 Flaming Daggers. Once they're exhausted, the spell ends.
Defence: 20+ 3 / 2 Ranks, MR: 40 + Rank %

Once used, the image on the trump fades until it receives 3 Fire & 3 Death


Aspect Figurines

Bronze Viper

This figurine of a snake in bronze with eyes made from ruby chips is 3" x 12" x 12" and weighs 7 oz in the pack but encumbers as if it weighed 9lbs when carried on the person. Whoever carries it on their person acquires the Autumn Fire aspect in addition to their current one, unless they are Death Aspected. The figurine holds 3 Fire. If this is harvested, it will replenish on midnight of the Autumn Equinox.

Cinderella Bells

These silver bells weigh 8 oz and must be attached to the toes of squirrel fur slippers for their magic to be effective. The wearer may move half their TMR before, during or after Casting a spell. However, on such occasions, the bells will peal for each hex moved, defeating any attempt at Stealth.

Allies

Lore

Abilties

Incantations

Mental Attack - Mind Blast x 4

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

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

ESP - Mind Sense

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

Telekinesis - Remote Sense of Touch

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

Phantasm - Enhanced Rank

Spell: Phantasm
Effects: The Adept's Rank in the Phantasm spell is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - Enhanced Rank

Spell: Phantasm
Effects: The Adept's Rank in the Phantasm spell is increased by 5. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Healing - Blood Cast

Spell: Healing
Effects: The Adept may draw upon 2 EN to cast this spell.
Healing cures EN damage first, including the 2 EN lost casting the spell.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Hypnotism - Auto-Hypnosis

Spell: Hypnotism
Range: Self
Effects: The Adept may target themselves with a post-hypnotic suggestion lasting 3 hours (+3 hours per Rank).
Cost: 750
Constraints: Unracks the spell.
This incantation is not teachable.

Mind Shield - Phantasmal Shield

Effects: The Adept protects their mind so that it cannot be read. In addition, they ignore the first Rank damage from Nightmare Illusions, Phantasms and Spectral Warriors per Pulse.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Mind Shield - Cortex Shield

Effects: The Adept protects their mind so that it cannot be read and improves their Magic Resistance versus Mental Attack by 10. In addition, if they gain 1 (+ 1 per 3 or fraction Ranks) re-rolls against loss of consciousness from Mental Attack, Enchanted Sleep or Knockout Gas.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Force Shield - Pentagon Shield

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, 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.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Force Shield - Pentagon Shield

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, 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.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - The Fruit of Laurelin

Fruit of Laurelin
Fruit of Laurelin

Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a memory of the Fruit of Laurelin to bear them across the sky for the duration of the spell or until they dismiss it, which requires a Free Act. The vehicle has a movement rate of 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank). TMR is 8, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on the area it occupies, it will not enter such an area.
The vehicle may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Phantom Armour

Target: Self
Duration: Concentration, no maximum
Effects: The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed..
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Wall of Force

Target: Volume
Range: 10 feet (+5 feet per Rank)
Duration: 10 minutes (+5 minutes per Rank)
Effects: Creates a 10' high, 1" thick, 20' long Wall of Force, or a 10' high, l" thick, 5' internal radius ring of force, or a 15' high, 5' diameter pillar of force. The adept may increase any dimension except thickness by 1' / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank "hexes" before the exit the other side. Damage that is intercepted causes spider's web like cracks to appear in that 5 foot section. Exceeding the wall's damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar.
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3' square will result in a wall which is only 3' long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5' radius, with a rank 0 wall affixed to it will end in a flit edge 15' beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1' off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Hypnotism - Sleep

Duration: Concentration Maximum: 5 minutes
Effects: This incantation allows the Adept to target 1 entity (+1 entity per 3 or fraction Ranks) within range, whether they are hostile or not, who will fall asleep over two Pulses. The target's Magic Resistance is halved for the purposes of this spell. The Adept may only keep the targets unconscious while they maintain their Concentration. At the end of this time, victim's of this spell may recover consciousness or continue sleeping as appropriate.
Cost: 1800 Experience.
Constraints: Unracks the spell, suspends the Adept's Resist Pain Talent for 5 minutes

College of Dream Weaving

By the grace of the Fëanturi, Ophelia has been given disposition to become a Dream Weaver. She must raise her base Magical Aptitude to 21 before she may start learning the General Knowledge spells and rituals of the the College of Illusions. These are considered Special Knowledge magic until she has learnt all of them, at which point she also acquires the Talents of Concealed Casting, Enhanced Vision and Project Image. The Talent of Concealed Casting will apply to any spells she knows that are not specifically exempted. She does not learn separate counterspells or Ritual of Purification. Instead, her counterspells apply to General Knowledge or Special Knowledge magic of the Thaumaturgy branch, but the bonus to Magic Resistance is 10 (+1 per Rank).

Ophelia's Evil Eye

Range: Self
Duration: 30 mins + 30 mins / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Storage: Potion, Investment
Target: Entity
Effects: When the adept casts Evil Eye on themselves, a third eye grows from the forehead, which is normally invisible but is able to be seen by Witch-sight and similar effects. When the adept is under the effect of the Evil Eye, targets of their spells reduce their Magic Resistance by Rank unless they are wearing an Amulet of Elder Flowers.
This spell counts at Special Knowledge magic of the College of the Sorceries of the Mind and may not be taught.