Loot - Logan

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Potions

Potion of Demon's Blood

This bronze phial weighs 10 oz and must be Prepared before it is drunk. It will survive a crushing blow on a roll of 70 or less on percentiles.
When imbibed, it allows the Casting of magic even if in contact with iron for one hour.

Scrolls

Charms

Demonskin Charm x 3

This scrap of parchment weighs ¼ lb and contains three charges of the The Demonskin Charm. It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner's backpack, or even at home and it may not be uttered again until after the next dawn.
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'That is not dead which can eternal lie'
This is a Free Act but cannot be combined with a Cast Action. If it succeeds, the utterer's armour and damage reduction (except for his Natural Armour) fades away. At the same time, his skin (but not his hair) turns black for the duration of the charm, which is 6 Pulses.
While under the charm's effects, the utterer cannot suffer Specific Grievous Injuries, nor may their head and limbs be torn off by creatures with enormous strength.
Damage is not subtracted, however a square root function of each discrete source of damage is taken instead. This means that if 5-9 damage was taken, 3 would be inflicted, from 10-16 damage, 4 inflicted, or from 82-100, 10.

Weapons

Ticker Sticker

This slender, needle-like dagger, weighs 7 oz, has an Individual True Name and may be worn in the hair by a woman without attracting particular attention. She has a base Strike Chance of 53%, inflicts D10 + 3 A Class thrusting damage and is not balanced for throwing.
If a possible Specific Grievous injury is generated, 2D10 are rolled and summed. If the result is 11, then it is applied. If it is not, then the percentile result is taken, reading the dice to the wielder's advantage.

Example
The wielder has rolled a possible Specific Grievous injury, then rolls 2D10, getting a 1 and a 2 which sums to three not eleven, so instead, the result is read as twelve (not twenty-one) and applied.

Ascalon

This spear is made of a blade attached to an ebon haft. The Individual True Name of the blade is Ascalon, and it is under the effects of a permanent Rank 20 Weapon of Cold which may be triggered once a day (Base Chance 88%, +21 to Strike Chance, +6 cold damage for 25 minutes. This ability resets at the Hour of the Wolf, each day.
As a Free Act it may be converted to either a lance, broadsword or spear. The base Strike Chance is 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries and the spear inflicts either A or C Class injuries. Base damage is 1 rollup D10 + 6, rising to 3 rollup D10 + 6 when wielded against a dragon, drake, wyvern or other dracoform (but not serpents or lizards). Those entites against which it inflicts greater damage will know that it is a dragonbane weapon once they see it.
If the wielder is human, then

  • the wielder's Rank in broadsword, spear and lance are cumulative
  • the spear inflicts A or C Class injuries
  • the wielder reduces any fire damage by their Rank in Warrior
  • the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior

The Closer of Ways

This bronze khopesh weighs 6 lbs. The base Strike Chance is 79 and the Damage is 2 rollup D10 + 2. It is treated as a hand and a half and it may not be broken as a result of over-strengthing. .
When this weapon is wielded, no magic that Teleports, Banishes, Summons, Gates, Calls or Sends may depart from or terminate in its megahex. This will affect a Rune Portal while it is within the khopesh's area of effect.

Heresiarch

This morningstar flail has an Individual True Name, weighs 6lbs and has three heads, made from the shattered remains of a bronze aspergillum. It has a base Strike Chance of 71%, inflicts 2 rollup D10 + 3 C Class damage. It ignores the Defence benefit of shields.
The Strike Chance is increased by 1 per Rank of the ITN.
In the event that the wielder inflicts a possible Specific Grievous Injury, three D10 are rolled, any that are 7, 8 or 9 are recorded, and a "1"s D10 rolled for each. These are applied as Specific Grievous Injuries.

Vengeance

This heater shield weighs 5 lbs, peanlises MD by 2 and provides 5 Defence per Rank.
Once a day, the wielder's Defence may be improved by the Rank of its Individual True Name which will last for 30 minutes (+30 minutes per Rank), so long as 3 points of FT are spent. This will not stack with Defence spells.
If the wielder takes damage from a denizen of the Seventh Plane (a diabolic entity), then this is recorded as a Grudge Pool. This damage can be added to a successful melee blow against a denizen of the Seventh Plane (a diabolic entity) at a rate of 1 extra point of damage per Rank in Shield.
If the shield successfully delivers a Shield Charge, then the minimum of the contents of the Grudge Pool or 2 roll up D10, whichever is least, is added to the damage.
The contents of the Grudge Pool dissipate at dawn on the next equinox or solstice.

Grimstrike

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

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

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

  • The gauntlet is a legal target for an extra set of Counterspells.
  • The wearer may choose to inflict a possible Specific Grievous injury, after having rolled a Strike Check result that is fully divisible by 11. In this case, the result is always "Your gauntlet has driven through your opponent's chest and ripped out their beating heart." Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
A distant bell will toll on these occasions.

Blue Laen Mace

This mace is made from laen, an alchemically active form of glass, weighs 10 lbs, requires 27 PS and 10 MD to wield. It inflicts 3 rollup D10 C Class damage, has a base Strike chance of 61 and has a Range equal to 1 hex for every point of PS in excess of 27.
If the wielder is a multi-hex creature, then any single-hex opponent must Break 100 + 2 x AG to avoid falling prone.

Tsusquagatli
The mace holds the avatar of a Great Jaguar whose ITN is Tsusquagatli and who, once a day, can assume that form in a Free Act.

Description
Tsusquagatli is a large jaguar 1.85 metres long with a 75cm tail, standing 75 cms tall at the shoulder. He weighs 150 kgs, and instead of fur, he is covered in flexible, blue laen, marked with rosettes of a darker blue.
Skills
Stealth 75%, and improves at 8 / Rank, Rank 0 - 10
Ranger, Rank 2 - 7, Jungle terrain.
Assassin, Rank 0 - 7.
Special Abilities
Climbing TMR 5
Magic
Blending, Rank 0 - 20
Purification, Rank 0 - 20
Glass Protection, Rank 0 - 20
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: None
Target: Entity
Effects: This spell increases the defence from physical weapons of the target by 2 + 2 / Rank. At Rank 11 and above, it also reduces all damage by 1 per strike.
PS: 30 MD: 25 AG: 25 MA: 3 EN: 22 FT: 36
WP: 20 PC: 25 PB: 12 TMR: 9/5 NA: 10*

*Note that the natural armour is blue laen.

Weapons

Tsusquagatli may use one bite or two claws in Melee Combat, or one bite and four claws in Close Combat.

Bite: BC 50%, [2 rollup D10]+1 , Melee & Close, Rank 0 - 6.
Claw: BC 60%, [1 rollup D10]+3 , Melee & Close, Rank 0 - 8.

If Tsusquagatli is slain, then he will not return until a rite is performed beginning at dusk on a Friday, culminating in the sacrfice of a beast the size of a goat or larger at dusk of the next Saturday. No other activity can be taken over the execution of the rite.

Armour

Orichalcum Elbow Cop

This orichalcum cop for the right elbow is chased in silver figures of lightning and weighs 12 oz.
If it is worn with mail or plate armour, it improves its Protection by 1, reduces Lightning, Electrical or Particle Beam damage by 2, and reduces the penalty to resist such attacks by 10.
An armourer of at least Rank 6 is required to fit the cop, and take them three Sundays of their time. They will charge 120 gs for each of these days. If the wearer is also the Armourer, they must donate these funds to an orphanage of the guild of smiths.

Brazen Pauldron

This pauldron weighs 1lb and must be worn on the left shoulder for its magic to be effective.
It adds 1 point to Protection, 1 to Spell Armour and if the wearer rolls 66 or less on percentiles, may ignore the effects of a Specific Grievous injury to the shoulder, including the result 68-69.

Miscellaneous

Black Dragon Scale x 13

There are a number of Dragon Scales of varying sizes and properties, which are listed below:

7 Inch Scale

This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect.
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials.
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 & 69, and either 85-87 or 88 & 89 depending on which shoulder was protected.

Gorgon Feathers x 35

These feathers may be woven into mail or plate armour to fortify it against blows directly to EN. This will require the arts of a Thaumaturge and an Artisan: Weaver of Rank 4 or better, who may be the same person.
One feather is required to fortify by 1, then two more for a second point, then four more for a third point, doubling each time for each bonus. Armour may be fortified to no more than half its base Protection value. Each feather weighs 3 oz.

Fur Cloak of Protection

The fur of this cloak is black shot with silver and weighs 5lbs. It has the following properties:

  • the first 12 Damage Points the wearer receives are ignored each Pulse. This ability resets at the beginning of the next Pulse. This does not apply to damage caused by poison, disease, Disruption, Putrid Wound, Hand of Death, Necrosis, Torment or similar magic.
  • the wearer subtracts 12 from the result of their Magic Resistance check. This does not increase Magic Resistance.
  • the wearer increases their Defence by 12.
  • the Rank of a Resist Cold spell is increased by 3 when the wearer is the target.

Scaled Ephod

This garment is like a tabard, and weighs 10 oz. If it is worn over mail or plate, it provides 1 point of Damage Reduction, which applies to all incoming damage.
Once a day, requiring a Pass Action, the wearer may transform into a mundane scaled creature that they have encountered. The transformation may be ended by also taking a Pass Action. This ability resets at noon.

Jewellery

Scarab Ring

This bronze band has a casting of a small beetle with blue enameled wing cases, and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the bearer improves their chance of attracting luck by 5 and their luck pool by 3.

Ring of Regeneration

This ring is made of bronze set with Oaxacan Bloodstone and weighs 4 oz. The figure of a snake in flames has been engraved into the stone and it must be worn on the ring finger of the left hand for its magic to work.
When the bearer takes damage to EN, the ring will start Regenerating at 1 point of EN every five minutes for a maximum of 1 hour per wound. It will not cure the special damage of Specific Grievous injuries.
The ring's power will only work against wounds that are less than an hour old so that, if the bearer has taken 15 points of EN damage and then half an hour later takes another 4 points, then it will only cure 16 EN over a period of 80 minutes.

Lore

The Furnace of Righteousness

A bronze oven has somehow been embedded into Logan-Kai's abdomen. If he knows how, he may burn Sin shrived from someone who has truly repented of it. From this Repentance, he may craft Sweet Regret, Hope or possibly even Remorse.

Wind of Heaven

This attack requires the performance of a precise, complicated Warrior Form as they Purify at the same tiime holding the Windwhistle spell in mind. This will reduce the Cast Chance of the ritual by 70. This can be increased at a rate of +3 per Rank in Windwhistle.
If the Form is successfully completed, then until the Ritual expires or they attempt they Purify again, they may exchange a Multi-Hex Strike, Demon Smile or similar technique for a Wiind of Heaven attack.
Wind of Heaven draws upon the energies of the Firmament, merging with either the A or B Class properties of the weapon held in the primary hand, inflicting a whirlng storm of sharpness damage. Percentile dice are rolled to determine damage and speed of the wind:

Result Damage MPH
01-05 5 rollup D10 19-24
06-15 4 rollup D10 13-18
16-30 3 rollup D10 8-12
31-50 2 rollup D10 4-7
51-70 3 rollup D10 8-12
71-85 4 rollup D10 13-18
86-95 5 rollup D10 19-24
96-100 6 rollup D10 25-31

The result may be modified up or down by up to the Rank of the Windwhistle spell.
The area of effect starts from directly in front of the Warrior and has a Range of 5 feet for every even numbered Rank of the spell. It is 3 hexes wide if Multi-Hex Srike is used, 2 hexes for Demon Smile.
This ability cools down for 4 Pulses once it has been used.

The Name of the Sunlord of Cyrenaica

This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Name 'Scarab'is Ranked to 10 or higher, then they may assume this shape:

The Sunlord of Cyrenaica
This creature has the torso, arms and head of the Adept, and the lower body of an enormous scarab beetle. It's carapace is a metallic blue in colour. This is a battleform.
PS: 40 MD: 15 AG: 15 MA: Adept's EN: 30 FT: Adept's
WP: Adept's PC: Adept's PB: 9 TMR: Special NA: Special
Every 2 Ranks in this ITN increases PS and EN by 1.
Every 4 Ranks in this ITN increases MD, AG, and PB by 1.
Every 4 Ranks in the GTN "Scarab" increases PS, MD, AG, EN and PB by 1.
The Protection value is the Adept's +1 per 4 Ranks in the ITN.
Spell Armour value is the Adept's +1 per 5 Ranks in the ITN
The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.
Increases Magic Resistance by the Rank in the ITN versus Bolt of Energy, Flash of Light, Lightning, Lightning Strike, Ball of Lightning, Searing Light, Wall of Starlight, Bolt of Starfire, Web of Light, Whitefire, Solar Flare, Pyrotechnics or simmilar magic. In addition, damage versus these effects is reduced by 1 for every 4 Ranks.
The battleform's vision can penetrate a Light spell of equal or lower Rank than the ITN.
This battleform has a TMR of 6 on the ground and climbing walls (but not ceilings) (+1 per 5 Ranks in the ITN). It has a flight movement rate of 1,200 yards per minute, which expends 1 FT every 10 minutes or part thereof.
The scarab has the following flight properties:
flying requires a clear space of about a megahex.
the scarab must maintain an airspeed equivalent to TMR 8 to avoid stalling and beginning to fall.
maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.
the scarab can only turn 30 degrees over 2 consecutive Pulses without requiring a Flight Skill check.
the Adept's Defence and Magic Resistance is zero

College of Naming Incantations v 2.1

The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the Thaumaturical Colleges have their roots in Naming.
Adepts of this College are commonly called Namers. The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The College's abilities include divining the true nature of things and enforcing those truths by protecting against and preventing magic. Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable of commanding the sea, the wind, and the rocks by their names — but if this is true then that knowledge has long been lost.
Namers still learn the names of the plants that grow in the earth, but they have little influence over them.
Given its abilities in neutralising magic, and the low Magical Aptitude requirement, the College attracts considerable interest from individuals engaged in the arts of war. Many Adepts use it as a means to protect themselves against hostile magics, while they operate in a more physical manner.
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.
Magical Aptitude: The MA requirement for this College is 1.

17.1 Restrictions

Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.

17.2 Benefits

Language

Due to their knowledge of True Names, Namers may Rank any Language in the Protonic Language Group as if they already know another language in that group at Rank 5. (See Languages §39.7).

Ranking Names
  • Learning a Generic True Name takes a day, while learning an Individual True Name takes one week (see §3.9)
  • Further ranking of both Generic and Individual True Names takes 1 week * Rank to be achieved.
  • Ranking Names costs no EP.
  • The maximum Rank for True Names is 20.
  • Ranking of Names may be done in combination with ranking either a magical or non-magical ability.
  • Namers may Rank one Name in addition to other forms of ranking.
Modifications

The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations: Never before encountered target's generic type

-15%

Has not learned target's Generic True Name

-10%

Each Rank achieved with target's Generic True Name

+1%

Each Rank achieved with target's Individual True Name

+2%

All modifiers are cumulative.
In addition, each Rank achieved with the target's Individual True Name reduces the target's Magic Resistance by 1%.

17.3 Talents

Detect Aura (T-1)
Experience Multiple: 75
Base Chance:' 2 * PC ( + 5 / Rank)
Resist: May only be actively resisted
Target: Entity, Object, Area, Volume
Effects: The Base Chance is reduced by 1% for every foot after the first five from the Adept. See the Detect Aura Talent (§9.1) for the results of this talent. In addition to other information gained, the Namer also receives the target's Generic True Name, if any.

17.4 General Knowledge spells

The entire general spell knowledge of the Namer college consists of the ability to cast Counterspells. A Namer may cast a Rank 0 Counterspell against any College of magic with which they are familiar. Counterspells at Rank 0 do not count towards the Namers MA limit for spells and rituals.
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the four Branches at Rank 0. If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:

  • By using the Ritual of Divination on an Adept of that College.
  • By Divining a magical effect produced by that College, provided that it is still in effect.
  • By spending a day's study with a Namer who is already familiar with the College.

Once they have done this they will be able to cast Rank 0 Counterspells against that college.
Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.

Branch Counterspell
Range: 25 ft + 25 ft / Rank
Duration: (D10+5)+Rank minutes
Experience Multiple

-General Knowledge: 200
-Special Knowledge: 400

Base Chance: 40%
Resist: Passive
Storage: Investment or Potion
Target: Entity, object or area
Effects: There are several distinct uses for a Counterspell. They are:

  1. If cast upon an entity or object the target adds 10 (+ 1 / Rank) to their Magic Resistance when resisting the type of magic to which the Counterspell applies.
  2. If cast upon an area the Counterspell affects a space 15 feet in diameter. All targets within the area gain the magic resistance bonus detailed in 1. above. If the Adept Names a college of the Branch Counterspell then no one within the area may cast a spell of that college and Knowledge type affected. A double or triple effect cast may increase the area of effect to 25 feet or 35 feet across respectively.
  3. If a Counterspell of the appropriate type is named as in 2. above and cast over an area under the effects of a Ward, then that part of the warded area is temporarily deactivated. When the duration of the Counterspell ends, the Ward will become active again.
  4. An Adept may use a Counterspell to dissipate a spell that they have cast. They must direct the Counterspell at the specific spell effect that they wish to remove. In the case of area effect spells it is sufficient to cast one Counterspell within the area—the entire area need not be covered. One Counterspell will dissipate one spell.
  5. Some spells may be removed by any Adept casting the appropriate Counterspell at them. Only spells that specifically state that they may be removed this way can be affected. One Counterspell will dissipate one spell. The Adept must specify the name of the spell to be removed at the time of casting and also name the college as in 2. above.

A target may only be under the effects of the Counterspells of a single Branch. The target may also occupy an area under the effects of another Branch's Counterspells. Thus the maximum number of Counterspells that an entity or object may gain benefit from is four: the General and Special Counterspells of one Branch cast upon them, and the General and Special Counterspell of another Branch upon the area they occupy. Counterspells of other colleges cast upon them will obey the normal rules for queueing. A target may only benefit from one Counterspell against a particular spell. If there is more than one appropriate Counterspell protecting a target the highest ranked one will have an effect.

17.5 General Knowledge Rituals

Dissipation (Q-1)
Target: Entity, Object, Area, Volume
Base Chance: As per Counterspell + Ritual preparation
Cast Time: 1+ hours, maximum 10
Actions: Concentration
Concentration Check: Standard
Effects: By engaging in Ritual Spell Preparation a Namer may use a Counterspell to dissipate the effects of a spell. The Namer 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. It is not possible to achieve Rank with this ability since it is not an independent ritual, but rather a specialized use of Ritual Spell Preparation.

Enchiridions

Enchiridion of the Boar's Tusk

Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience.
The Warrior takes a stance, holding a pole weapon rated for A or B Class damage, a sword, warhammer or a warpick, pointing it towards the ground on their right. If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.
The Warrior gains +15 to Strike Chance with a Charge that is delivered in a straight line, and increases damage by +3.
Once the attack has been completed, the Warrior rolls for Initiative again, the new roll standing.

Enchiridion of the Lady on the Left

Only a Rank 4+ Warrior can learn this stance, and it costs 1,000 Experience.
The Warrior takes a stance, holding the point of a sword or A Class pole weapon downwards over their left arm (or shield, if they're holding one). If they take an Action of any kind, including a Reflex Action or a Free Act, the benefit of the stance is lost.
The Warrior gains +15 to Defence from any attack arising out of their left and front hexes. In addition, the Warrior may increase the Defence of an ally who is standing to their immediate left. This only applies to attacks that are delivered to that ally's right front hex.
If the next attack the Warrior delivers in a Specific Grievous injury, then they may add or subtract a value equal to their Warrior Rank if that would make the injury one to the head.

Copper Scrolls

The Name of the Atlas Gryphon

This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Names 'Lion' and 'Eagle' are Ranked to 10 or higher, then they may assume this shape:

The Atlas Gryphon
This creature has the body, hindlegs and tail of a tawny lion, and the head and foreclaws of a golden eagle. It has a wing span of 5 metres. Its feathers are brown, although the primaries are the colour of bronze.
PS: 30 MD: 15 AG: 15 MA: Adept's EN: 25 FT: Adept's
WP: Adept's PC: Adept's PB: 7 TMR: Special NA: Special
Weapons
The gryphon can batter opponents with each wing in Extended (up to 1 hex away) or Melee Combat
BC: 45%, D10+2 damage, without penalty.

Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat

Every 4 Ranks in this ITN increases PS, MD, AG, EN and PB by 1. This stacks with bonuses for the Generic True Name of 'Lion' and 'Eagle'.
The Protection value of the gryphon is 2 (+1 per 4 Ranks in the ITN).
Spell Armour value of the gryphon is 1 (+1 per 5 Ranks in the ITN)
The shape provides 1 point of Damage Reduction against all known forms of damage + 1 for every 10 Ranks in the ITN.
The gryphon has a land TMR of 4, and a flying TMR of 6. Land TMR increases by 1 per 5, whereas Flight TMR increases by 1 per 4 Ranks in the ITN. At Rank 20, the flying TMR becomes 12.
The gryphon has the following flight properties:
  • flying requires a clear space of about a hyper-megahex.
  • the gryphon must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.
  • maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.
  • the gryphon may ride a sky current at altitudes of 15 metres or higher, the current's direction can be determined at will. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the ITN.
Battleform

A Battleform may also be assumed and changing between this and the gryphon form

requires a Pass Action. Spectral eagle's wings emerge from the Adept's back, passing through clothing and armour. The wings let the Adept fly at their normal TMR +1(+ 1 per 5 Ranks). At Rank 20, the bonus to flying TMR is +10. These wings do not provide the Adept with a flying movement rate.

The Battleform provides 1 point of Damage Reduction (+1 for every 10 Ranks in the ITN) against all known forms of damage.

The wings have the following flight properties
  • flying requires a clear space around the Adept of about a megahex.
  • the Adept must spend 1 FT at the beginning of every Pulse that they intend to fly.
  • the Adept must maintain an airspeed equivalent to TMR 4 to avoid stalling and beginning to fall.
  • maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs an additional point of FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost additional FT.

In addition, wings may be used to batter opponents in Extended (up to 1 hex away) or Melee Combat

BC: 45%, D10+2 damage. Two wing attacks may be made without penalty unless the Adept is using other weapons, in which case only one wing attack is allowed.

Wings inflict C Class injuries, and may be Ranked to 10 using the same skill as Unarmed Combat. They may Strike at spectral or insubstantial creatures and will not conduct a draining attack.

Once a copper scroll is read, it crumbles to greenish dust.

Scroll of Building a House of Life

This building contains a resurrection chambers. Although those who are Death-aspected can build such a 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.

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 1 EN is sacrificed it is simply magical architecture.

Note
Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).


Invocations

An invocation is an imprecation to an otherworldly Power or Force to alter magic in some way. These invocations are expressed when a spell is being Prepared. For it to be legal, the Adept's player must speak the imprecation in a loud, clear voice, and this reflects how obvious the invocation is to others. Generally speaking, anyone within 10 hexes will hear it, and therefore may be aware of what it does.
Invocations call upon the properties of an artefact of some kind, a demi-power, a power (but not a deity), a place (on an alternate plane, usually) or some other thing, and these are marked in the description. A Philosopher who has the Magical World realm and the appropriate field has a 40% chance (+3 / Rank) of identifying the invocation and what it does. This value is halved if they do not have the appropriate field, and halved again if they do not have the Magical World realm.
In general, it takes seven half days of meditation (magical training) to learn an invocation, although some may take longer, the Adept must pay the listed Experience Point Cost and they will attract an influence, of which a record must be kept. For each season that the invocation is not used, 20% of the Experience Points are refunded, to a maximum refund of 80%.
Once used, the Invocation is lost until is learnt again (i.e. the Experience point cost is paid again).

"By sky-striding Sarennan!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 750.
Attracts:1 Astral.
Effects:The Adept's spell becomes a javelin of lightning (or levin bolt) that they cast at a target or object. It will inflict 1 rollup D10 (+1/Rank) Lightning damage on the first entity or object that the bolt encounters unless they Break 100 => AG x 2. Any living entity that does not avoid the levin bolt loses any unused Actions for the rest of the Pulse and suffers a penalty of 20 to any Action until they spend a Pass Action to recover, which requires a Break 100 => WP x 2.
If the target is holding or wearing more than 5 lbs of metal, no Protection, Spell Armour or Damage Reduction may be applied.

"Regard the discs of the Crimson Harpax!"

Spells: Bolt of Energy, Illusionary Bolt, Bolt of Starfire, Bolt of Fire.
Sub-Field: Power.
Experience Cost: 1,000.
Attracts:1 Abyss.
Effects: The Adept's spell creates a number of crimson discs equal to 1 (+1 per 3 or fraction Ranks) that will inflict 1 rollup D10 (+ 1 per Rank) B Class damage (for what it's worth). A target of an initial disc takes full damage, but the damage of each subsequent disc is halved, truncating all fractions to a minimum of 1. Discs may be sent one at a time or all at once. So, an Adept has 5 Rank 10 discs, which, having rolled a "5" on the D10, will inflict 15 damage. The Adept chooses to spend them one at a time. The first target fails to Resist so takes the 15 damage modified by Spell Armour. The next disc inflicts 7 damage but the target seems only to take 1 or 2 points. The Adept considers that a disc that inflicts 3 points of damage would be a waste, so switches to someone else, assuming that if they fail to Resist, they will take 15 damage (again, less Spell Armour).
Observe that a target Resists the spell but once. If they fail, then they will fail against all of the discs, if they succeed, they succeed against all of them. Spells that inflict half damage on a successful Resistance check do not benefit from this Invocation.