Fallen Ocelotepec - Thaeuss' Award

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Return to Fallen Ocelotepec

Thaeuss returns to the Guild on the 11th Snow 817wk with 70, 629 Experience

He has earnt these Spots:

3 4 6 7 7 7 8 8 8 8 8 8 8 8 9 9 12

He may

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


Consumables

Other

Canopic Jars

These jars are carved out of amber-coloured alabaster, and contain human remains in which diseases have been stored. They weigh 3 lbs.
Consuming the remains, which requires a successful Break 100 => WP, takes 12 Pulses and the diner becomes a carrier for the following diseases. The effects of the contents last for 21 days. During that time, a target that is within 15 feet of the carrier must roll under the EN x 1 or be afflicted. If the victim is exposed in a Necromantic place of power, their EN value is halved. These ailments are major curses, the MA required to lift them is 34, and the effects persist through death.

Liminal Flux

Human (only) victims of this disease lose 5% of their substantiality each day, beginning the day after they have been exposed. When their substantiality is reduced to 0%, they are considered wraiths under the control of the carrier. Exposure to a Light Sphere will cure this unless the target is 100% insubstantial.

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.

Black Eog Parts

11 lbs of black eog, a metal that is as strong as steel, but does not count as cold iron.

Grenadoes

Charms

Herbs

Herbal Products

Potions

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 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 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.

Ichor of the Sun

This bottle is fragile and must be Prepared before it can be taken.
It changes the imbiber's blood so that it is touched by the sun. This will last until midnight.
If the imbiber's blood is drunk by a vampire, they will take poison damage equal to 4 Damage per Pulse for 24 Pulses. If an attempt is made to Neutralise the ichor, it is treated as a Rank 15 synthetic poison.

Ichor of the Sun Antidote

This bottle is fragile and must be Prepared before it can be taken.
This antidote automatically cures a blood drinker who takes damage from Ichor of the Sun.

Potion of Waters of Strength

This phial contains:

Waters of Strength
Rank 20

Potion of Vapour Breathing

This phial contains

Vapour Breathing
Rank 20

Potion of Invisibility

This phial contains

Invisibility
Rank 20

Mechanical Storage Devices

Tile of Earth Tremor

These six shale tiles are 6" x 6' x 2" and weigh 1 lb each. They must all be set into a rough square over an area of 10' x 10'. When the area is entered, there is a 78% chance of setting off a Rank 15 Earth Tremor. The area of effect must be determined at the time the trap is set.

Mechanical Cube

This cube is 3" x 3" x 3" has six faces and weighs 6 oz. It can hold six spells, one per face, and currently holds five.

1 Necrosis
-
2 Damnum Minatum
Rank: 20 Cast Chance: 118%
3 Maze
Rank 20 Cast Chance:115%
4 Bane
Rank 20 Cast Chance 107%
5 Sinking Doom
Rank 20 Cast Chance 110%
6 Falling Star
Rank 20 Cast Chance 109%

Invested Items

Wands

Wand of Disguise

This 9" wand weighs 4oz and is made from silvered glass. It is very fragile. If the wielder receives a C Class Specific Grievous injury, they must roll under 30% flat on percentile dice..
It contains 12 charges of Rank 7 Disguise Illusion spells. The base Cast Chance is 41% modified by the wielder's MA, WP, Rank in Troubadour and Enchantment.

20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 1

Gems

Amulets

Weapons

Giant Flat-Faced Club

This giant club has a flat face, weighs 10 lbs, has a base Strike Chance of 53% and inflicts D10 + 8 Damage Points. However, against a human-sized creature or smaller, Strike Chance increases to 73% and the result of the "D10" is read according to this table:

D10 Result Damage Points D10 Result Damage Points D10 Result Damage Points D10 Result Damage Points D10 Result Damage Points
1 2 2 3 3 5 4 7 5 11
6 13 7 17 8 19 9 23 0 29

Against such targets, this Specific Grievous Injury table is consulted instead of the normal one.

 D100  Grievous Injury
35–40 Your opponent's weapon has come crashing down on your head and fractured your skull. You fall prone and are unconscious, and take 8 Damage Points to Endurance. If you survive, you lose 2 from AG, 2 from MD and 2 from Perception. It will take a year in bed to recover.
41–42 A glancing blow crushes one ear into a cauliflower-shaped lump (your choice as to which one). Take 2 Damage Points immediately from Endurance. Reduce your Perception by 2.
43 A savage blow smashes your cheek and jaw. Take an automatic pass action next pulse due to the shock of the blow. Your PB is increased by 1, since your disfigurement will bring out the maternal/paternal instincts in the opposite gender.
44–50 A jarring blow to your primary elbow inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of pulses the arm is useless. You immediately drop anything held in that hand.
51–52 A jarring blow to your secondary elbow inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of pulses the arm is useless. You immediately drop anything held in that hand.
53–60 Your primary arm is crippled by a crushing blow! Take 2 damage Points immediately to Endurance and drop anything you have in your primary hand. The arm is unusable until healed, which should take 2 months.
61-67 Your secondary arm is crippled; see 53–60 for details.
68–69 A horrible blow in the region of the shoulder and neck. You suffer 4 Damage Points to Endurance. Roll D10. On a roll of 1–3, the top of your head is staved in and you tumble to the ground unconscious. On a roll of 4–6, your secondary collar bone is crushed so drop anything in your secondary hand. On a roll of 7–10 your primary collar bone is crushed so drop anything in your primary hand. Arms are unusable until healed, which should take 2 months.
70–78 A crushing blow smashes your helmet and causes a concussion. Take 3 Damage Points from Endurance and suffer a reduction of 4 in both MD and AG lasting for 3 days.
79–83 A massive chest wound accompanied by broken ribs and crushed tissues. Very ugly, this. Take 5 Damage Points immediately from Endurance. Reduce your MD and AG by 3 each until this wound heals (which should take about 4 months). Increase your chance of infection by 10.
83–87 A crushing blow smashes tissue and produces internal injuries. You suffer 2 Damage Points immediately to Endurance and 1 per pulse thereafter to Fatigue (Endurance when Fatigue is exhausted) until unconscious or you receive the attention of a Healer of Rank 2 or above.
88–92 A jarring blow to your primary shoulder inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of pulses the arm is useless. You immediately drop anything held in that hand.
93–97 Similar to 88-92 except it is your secondary shoulder.
98 Your right hip is smashed horribly. Take 5 Damage Points immediately to Endurance and fall prone. You will be unable to walk until the damage has healed (which should take about 6 months). Good fun. When healed, you will still have a limp which will reduce your TMR by 1 and your AG by 2.
99 The same as 98 except it is your left hip that is smashed.
100 Crushing blow to your pelvis breaks bone and tears tissue. Take 7 Damage Points immediately to Endurance and fall prone. Make a WP check to avoid falling unconscious. If you survive, you will be unable to move for D10 months.

Soul Reaver

This weapon has an Individual True Name. It is a hand and a half which will adapt itself to its wielder, weighing ½ their size factor in lbs. If it used to strike in the material world, it requires PS 17 and MD 16 to wield. If it is used to strike at a soul or into the Astral, the weapon requires WP 17 and MA 16. If the wielder meets all of these requirements, they can make their attack in both ways at once, although only one Strike Check is made. It does not provide any ability to see across dimensions.
The weapon has a base Strike Chance of 71% and inflicts 2 rollup D10 + 5 B Class damage. There is no chance of the weapon breaking unless the PS or WP rises above 60. It will not accept weapon spells.
For every Rank in hand and a half, the wielder subtracts 1 from the die roll on each Strike Check. If the weapon is drawn, it must drink the life of a sentient living entity before it is sheathed or drive the wielder into a Blood Frenzy. This is a curse that increases the wielder's PS and WP by 5 each Pulse to a maximum of 60 and force them to attack the nearest sentient, even friends. Once the blade has fed, the soul of the target is destroyed making them irresurrectable (although they could be animated). If Soul Reaver does not destroy the soul of a sentient living entity by the dark of the moon each month, the wielder will be afflicted with the same Blood Frenzy.


Armour

Itemised Large Steel Shield

This steel has been permanently Itemised so that it is 3 12" long and weighs 1 lb. When a Special Knowledge Counterspell of the College of Binding and Animating Magics is Cast upon it, will become a large steel shield 3 12' high weighing 10 lbs until the spell wears off, whereupon it will return to its Itemised state. It provides 5 Defence per Rank and penalises MD by 2. It counts at cold iron when not Itemised and the wielder may not use non-Racial magic while holding it.

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.

The Robes of Eibon the Damned

These robes are a rich, velvety shade of black, brocaded in shades of deep russet and ochre. Large golden pearls are set in a semi-circle high on the breast accenting the collar, and it is set with bloodstone and the occasional flash of ruby. It provides 6 Protection, 7 Spell Armour and reduces damage by 1. Damage Reduction can be increased by sacrificing EN once per season or adventure, whichever is least. The cost for the first point is 1, doubling on each occasion. It adds 10 to Stealth in natural environments when the light level is below 40%.
The wearer may draw upon a Spell Penetration pool of 30 points. This may be used to reduce the Magic Resistance of the target(s) of the wearer's spell, but no more than 20 may be drawn per Cast. This pool will recover at 5 points per day on sunset.
One Magical Prepare Action can be stored in the robes by spending 10 minutes in meditation, allowing the wearer to immediately Cast a spell.
Those who wear the robe that are not evil find that it weighs 30 lbs. Others find it to weigh 7 lbs. Over time, this burden may corrupt the character of even the most saintly of Adepts.

Jewellery

Amulets

Greater Amulet of Amethyst

This amulet weighs 4 oz and must be worn as pendant on the wearer's forehead, or over their heart.
Aside from allowing the wearing to recover an extra FT for every 10 recovered. Once a day it provides an extra hour of sleep if four hours have been slept and allows a second Magic Resistance versus Enchanted Sleep or Nightmare spells if the first one fails.

Jade Bracer of Fate

This jade bracer is made from 1 inch wide by 2 inch across plates of jade that are 1/8th of an inch thick. Each plate has two small holes on a side, and are sewn together with the entrails of a virgin. It weighs 7/9ths lb, but if it is worn by someone of good character, encumbers as if it weighs 7lbs. It does not actually radiate evil. The wearer's PS and MD on the left hand and arm are reduced by 3.
By spending a day and (200 x Rank) in incense and magical oils, a single charge of Fate Shields may be stored in the bracer which may be triggered by means of a Magical Fire Action after the bearer has worn it continuously for 1 week. The chance to trigger the bracer is 20% (+4 / Rank) . A further 10 is added if it is night time, or subtracted if it is day, 5 is added if it is triggered outside or subtracted if inside, and a further 5 is added if the sky is clear. If the bearer has an Enchantment that applies, this counts as well.

Spell Racks

Lilac Crystal

This spell rack is a pale violet crystal carved into a lilac about 3" across. It weighs 1 lb, much heavier than it looks. It adds 3 to the wearer's WP with respect to the Sorceries of the Mind.


Miscellaneous

Mechanical Bracer

This metal bracer is made from orichalcum, weighs 1 lb and will only fit a goblin, hobbit, gnome or similar. It must be worn on the left forearm to be effective. Gears, movements and escapements cover its outer surface, and while it is Animated, it will increase the wearer's PS and MD on the left arm by 1 (+1 per 10 Ranks). It is treated as a shield except that it cannot be used to deliver an attack, provides 4 Defence per Rank but there is no penalty to MD. The wearer ignores these Specific Grievous injuries: 06, 07, 09, 10, 26, 27 and 61 - 67 inclusive.
Six semi-precious engraved gems are placed adjacent to sigils on the inner surface of the bracer. It is a focus for these spells:

Lightning Bolt
Lightning Strike
or
Ball of Lightning

While it is worn, the spells may be learnt, advanced and used in the usual way. If it is lost, destroyed or given to another, any Rank with the spells lost except for those that have been advanced to Rank 20.

Trumps

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

The Garotte

The Garotte
The Garotte

This Trump may be played as a Free Act upon delivering a melee attack. This will move the player to their target's nearest rear hex. If the attack is delivered with a garotte, it will also be silent and "relentless". Relentless damage is where the D10 is never less than the previous result: if 5 is rolled initially, then the damage will be 5 next time damage is rolled for unless the result is higher, which becomes the new minimum.
Once used, the image on the trump fades until it receives 4 Shadow


Allies

Lore

Abilties

Thaeuss' Dimensional Alignment

Thaeuss is now 3' 6" tall, weighs 48 lbs and his size is considered 3. In this form, he has 1 less ground TMR, 3 less PS , 4 less EN but 10 more to Stealth, Defense, and Ranged of Melee Strike Chances.

Incantations

Wall Walking - Phased Defence

Duration: 12 hour (+ 12 hour per Rank)
Target: Self
Effects: The Adept may alter their substantiality by taking a Pass Action and enter solid objects as normal. In addition, if they Break 100 = > Rank, they may halve damage from a physical attack after it has penetrated armour and all other protections. However, if they Break 100 => Rank versus an attack that damages by heat, cold, fire, flame, ice, lightning or electricity, then the damage is doubled before any protections are applied and their Magic Resistance is halved. The Adept is obliged to test against all damaging attacks, unless they choose to end the Incantation, which requires a Free Act.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.

Transparency - Invisibility

Range: 20 feet + 5 / Rank
Duration: 10 minutes (+ 5 minutes / Rank)
Resist: Passive
Target: Entity, Object
Effects: The target of this Incantation is somewhat displaced into the Astral and thereby rendered invisible. Invisible things may not be seen by non-magical means and do not have shadows or reflections. 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.). Invisibility may be cast over objects or entities (and any possessions of either). An object's possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, 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 put in the invisible chest 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 spell ceases to work whenever the target makes a strike check (whether resulting in a "hit" or not) that does not involve a Thrown or Missile weapon (used as such). This restriction does not apply to Invisibility when cast at rank 16 or higher. The target may always choose to end the spell at any time.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.

Durability - Mage Armour

Range: Touch
Duration: 1 hour (+ 1 hour / Rank)
Target: Armour, Clothing
Effects: This Incantation increases the protectiveness of the wearer's clothing or armour, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target.
Cost: 750 Experience.
Constraints: Unracks the spell
This incantation is not teachable.

Adhesion - Web

Range: 30 feet (+5 feet / Rank)
Duration: 1 minute (+ 30 seconds / Rank)
Resist: Passive
Target: Volume
Effects: This Incantation allows the Adept to project a sticky web, similar to a spider web in construction, from their fingertips that is 5 feet wide (+1 foot / Rank). The web will entangle any entity or object in the volume that does not Resist. The web may be cut in a hex if it is successfully struck for a single blow of 10 B Class damage (+ 1 per Rank) or more. The web has no defence, but Strike Chance is halved. Any ensnared entity must roll 1 x PS (2 x PS if they successfully resisted) - 1 / Rank in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Any dropped object will become ensnared by the web, as will any entity who comes into contact with it (up to the limit of the web).
The Incantation requires a material component, created by an Alchemist as if they were storing the Adhesion spell in a potion. This costs the same as it would if it could be created but otherwise has no use.
Cost: 1,500 Experience.
Constraints: Unracks the spell, requires "Adhesion Potion"
This incantation is not teachable.

Minor Creation - Major Creation

Duration: 1 day (+1 day / Rank)
Resist: None
Target: Object
Cast Time: 1 hour
Concentration Check: Standard
Effects: This Incantation must be Ritually Cast to create an object from a larger source of its constituent substances by drawing forth the materials from the source. All constituent materials must be within 5 feet (+ 5 / Rank). Any number of different substances may be combined into a single finished object with this ritual. The substance sources are in no way damaged or reduced by the ritual. The created object may be any object which the adept can see or has studied and may not exceed 10 cubic feet (+ 10 per Rank) in volume, nor 50 lbs (+ 50 / Rank) in weight. The object is physically real with all normal attributes. The object may not be created enclosed by or enclosing anything. Complicated or fine quality objects may not be created without the appropriate artisan skill. No alchemical, herbal or other quasi-magical objects may be created. Created food provides no sustenance. At the end of its duration the item vanishes. The object is a magical construct and will have a magical aura, regardless of its constituent materials.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 4
This incantation is not teachable.

Wall of Dust and Sand - Wall of Ice

Range: 20 feet (+ 10 feet / Rank)
Duration: 10 minutes (+ 10 minutes / Rank)
Resist:'None
Target: Area
Effects: This Incantation conjures a wall of ice that is 10' high, 20' long and 2' thick, or a pillar 15' high with a 3' diameter. The Adept may choose to increase the height of the wall by 1', the width by 2' or the thickness by 6", or the height or diameter of the pillar by 1', for each Rank the Adept possesses in the spell.
The wall may be uniformly curved up to a half circle. The wall may not be created on top of an entity, and is subject to the usual restrictions on physical walls. The wall is translucent but not transparent. When the spell duration expires the ice returns to whence it came.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 3
This incantation is not teachable.

Wall of Dust and Sand - Mirage Wall

Range: 15 feet (+ 15 feet / Rank
Duration: 30 minutes (+ 30 minutes / Rank)
Resist:'None
Target: Area
Effects: This Incantation creates an Illusion of a linear or smoothly curved wall. It may have all the characteristics of any other wall spell (except solidity, damage or fear), or mimic an adjacent surface instead. The wall is 20' by 10' by 12", with each Rank altering its height or width by 2' or thickness by 4". The wall must be attached along the entirety of one of its thinnest edges.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.

Wall of Dust & Sand - Wall of Fire

Range: 10 feet + 10 / Rank
Duration: 10 minutes + 10 / Rank
Resist: Passive
Target: Area
Effects: This incantation of the Wall of Dust & Sand spell creates a 5 foot high, 20 foot long , 1 foot thick wall of flames, or a 5 foot high, 1 foot thick circle of flames with a 5 foot radius, or a pillar of fire 15 feet high with a 2 foot radius. The Adept can increase any single dimension by 1 foot / Rank.
The wall must be anchored to a surface and cannot easily be seen through. Any object or entity that passes through the wall must resist or suffer D10 ( + 1 / Rank) damage. If an entity resists the damage is halved. The wall will provide light equivalent to a large campfire. At Rank 20 the Adept may double the damage of a Wall of Fire by halving its duration.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Matter Transmutation - Mists of Himony

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Target: Volume
Effects: The entire area affected by the spell exudes a sharp, peppery odour from the ground, and all breathing entities within it, except the Adept or those protected by Vapor Breathing of equal or higher Rank, must make a Will Power check or be wracked with sneezing. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank WP Multiple
0–5 5
6–10 4
11- 14 3
15 - 17 2
18 & 19 1
20 ½

Those entities who fail are afflicted with sneezing, have their Strike Chances reduced by 10 (+ 1 / Rank) and must make a Concentration Check to Cast Spells. Executing Ritual magic is out of the question. The multiplier for the check is the same as that for resisting the sneezing fit. In addition, this spell causes a thick, roiling lavendar mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank), and reduces the range of all forms of vision, within the mist, to 20 feet (- 1 foot / Rank).
Entities not in the habit of breathing will, largely, ignore the sneezing fit unless it is fashionable and they are a Courtier/Courtesan.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Bound Speech - Free Speech

Range: Touch
Duration: 30 minutes (+ 30 minutes / Rank)
Resist:'Passive
Target: Sentient entity
Effects: This Incantation gifts the target with a language known to the Adept. Their level of proficiency is half the Rank of the Bound Speech spell or the Adept's Rank with the language, whichever is least. Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.

The Strangewise Transformation of Thaeuss

Thaeuss may touch himself with his Strange Fork and rotate his form "strangewise", increasing his size by 1 for every 3 full Ranks. This costs 10 FT less Rank, and lasts for 1 minute, doubling at each Rank above 0. Ranks in excess of 10 do not increase size but mean that the fork need not be used.
At size 4, PS is increased by 1 and EN is increased by 2. At size 5, PS is increased by 3, EN is increased by 4, TMR increases by 1 and Stealth is reduced by 10. At size 6, PS increases by 6, EN is increased by 6 but Stealth is reduced by 20
The Strangewise Transformation can be ended at will and requires a Free Act.

Thaeuss Extra Resistance

Once a day, resetting at dawn, Thaeuss may reroll one Magic Resistance check he has failed.

Thaeuss's Evil Eye

Range: Self
Duration: 30 mins + 30 mins / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Storage: Potion
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 Binding & Animating Magics and may not be taught.