Network of Sin - Treasure

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Consumables

Grenadoes

Black Iron Grenado

Rank 4 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.

If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.


On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 Reich Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Telekinetic Rage Caltrops

This double-handful of hardened glass caltrops weighs about 1/2 a lb.
A Telekinetic Rage spell may be cast through them without penalty, the spell facturing and multiplying them in the Adept's front arc to the extent of the range and which has this affect:

if a victim fails to Resist the spell, the spell takes effect as normal so long as they are not stopped from mving to the extent of the spll's range by terrain features, etc.
if a victim Resists, then they are otherwise not affected by Telekinetic Rage but take the damage from the accelerated caltrops, which is rolled on D100. Armour applies against this armour.
if a victim fails to Resist and they are hurled against a terrain feature or obstacle which stops their movement, then they take the normal damage from the spell, plus D100 physical damage.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Like the Night Autumn 814 New Terra None Weird Science 3,000sp px50 Jim Arona 021 076 9376

Amulets

Concentration Disc x 2

These disc-like amulets are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
A charge may be used to take over the Concentration constraint of the wearer's spell until the next dusk, dawn or at will.

3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Network of Sin Winter 814 Hell Formerly living Will 3,500sp px50 Jim Arona 021 076 9376

Agate Amulet x 3

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1

Once all of the charges are used, the amulet fades to a greenish dust.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Network of Sin Winter 814 Hell Formerly living Affliction 3,000sp px50 Jim Arona 021 076 9376

Meditation Amulet

This amulet contains one Magical Preparation Action which may be expended as a Free Act to Cast a spell in one Pulse without penalty.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Mysticism 2,000sp px50 Jim Arona 021 076 9376

Contingent Spell Amulet x 7

By means of Ritual Spell Preparation, an Adept may store a spell in this amulet, which may be released at a later time by using a Free Act. This will cause the amulet to crumble into a greenish dust. If the spell is not used within Rank hours, it will dissipate without destroying the amulet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Mysticism 5,000sp px50 Jim Arona 021 076 9376

Trumps

Avoid Fate Trump

This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Dilemma Trump

This trump may be played to answer any question they choose, once. The querent is advised to consider their question beforehand, since questions like "Can I ask whether or not opening this box will kill me?" will be answered in the affirmative.
Only one question may be answered, however, the querent may use it to gather such information as any single, standard, information-gathering ability will return, and this will be executed as a Pass Action. Abilities such as Divination, Sending, Waters of Vision (duration of 20 minutes), Location, etc. Telepathy is not allowed, however.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Treasure Map

This trump may be played to create a map to the nearest treasure, once. Note that this is a map to the nearest treasure, not the richest treasure, and the distance, in any case, can be no further than 300 metres.
Once played, the map draws a map outlining the physical shape of the place. It does not indicate in any way the inhabitants or obstacles, all doorways will be described as closed unless it is an open archway. Traps are similarly not identified, although open pit traps will be.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Ally Trump

This trump may be played to create a loyal knight who is a Rank 4 Warrior, with the appropriate skills for such a person.

PS: 20 MD: 19 AG: 15 MA: 10 EN: 24 FT: 23
WP: 20 PC: 18 PB: 12 TMR: 6 NA: 5
Attack IV SC DM Class Use Rk
Bastard Sword 38 111% +8 B class M 5
Large Round Shield 37 68% +2 C class M 4

His Defence is 43 and his Magic Resistance is 40%.
He will fight loyally, always succeeding when forced to make a morale check.
Otherwise it may be played upon an ally, which will offer it some advancement, and this will have to be negotiated with the DM.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Comet Trump

You may play the trump at any time. If you defeat your next enemy, you may

either
Initiate for a title, which must be unique and requires access to an Astral gate

or

Spend a year and a day Ranking while but a single true day passes. Cannot be used for recovering from wounds etc.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Star Trump

You subtract 10 from the die roll result when rolling for the Primary Stat you choose.
This does not apply for results which are generated from the stat either in part or wholly, so, for example, it cannot be used to modify Magic Resistance die rolls. It could be used to recover from infection or disease, however.
The only non-primary stats that may be chosen are PB or PC.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Sun Trump

You have 50 points which you may spend against damage inflicted upon you.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376


Sticks

Huorn Sticks

This wooden stick is about a metre long and weighs about 1.5 lb.
It may be snapped or, perhaps more wisely, it may be thrown as a javelin, but with a Base Chance of 30%. A successful strike upon the hex it is targeted at means that it has broken. When the broken halves hit the ground, a huorn rises up:
Huorn

Description
Huorns are large, vaguely humanoid beings who share some of the appearance of great trees. They have bark-like skin, are long-limbed and appear to be made out of shadow-covered wood. A huorn may stand 15 feet or higher and are 3-hex creatures.
Comments
There is much discussion about where huorns come from. They bear clear resemblances to ents, and indeed, ents often keep a watchful eye upon them, although they rarely interfere with them. By and large, they are quiet creatures, although not peaceful in any way. Some philosophers offer that they are ents who have gone feral, but no one has ever asked an ent about this, and the prospect of speaking to a huorn makes wise men blench. They harbour deep resentment over the wrongs done to the great forests, and this makes them Hostile to everyone except Ents and the blessed of Kementári.
Abilities
Huorns possess the Ranger and sometimes, other Skills. They are never Adepts, but, in a wooded environment, may use their Stealth in plain sight. They may use simple weapons, but rarely bother to achieve significant Rank.
Huorns possess the ability to shatter stone by laying their hands upon it. This requires a Pass Action. It is possible for a Huorn to tear holes in a stone structure of about 8 cubic ft if they are working 2-handed at it.
Huorns may engage in Brooding at any time, where they may focus on all of the wrongs done to the forests. This makes them immune to magic that Compels, Controls, or Binds nor may they be rendered unconscious in anyway.
Movement Rates
Running: 500
PS: 120 MD: 12 AG: 14 MA: 8 EN: 50 FT: 55
WP: 22 PC: 25 PB: 8 TMR: 10 NA: Bark absorbs 8 DP
Weapons
A huorn may attack with both hands (and a stomp against anything 2 hexes tall and smaller) without penalty. They may use weapons, but usually only to avoid bending down, therefore preferring swinging weapons. Misses are considered successful FT blows, successful FT blows are considered blows directly to EN, blows directly to EN are considered possible Specific Grievous Injuries, and where possible Specific Grievous Injuries are scored, two are rolled for and applied if feasible. A roll of 82 or higher is a clean miss.
Club: BC 74%, [D + 8], Melee, Rank 3.
Hands: BC 91%, [D + 10], Melee, Close, Rank 6.
Stomp: BC 73%, [D + 14], Melee, Close, Rank 4.

They may not be summoned inside a structure, upon water or in the air. Nor may they be summoned where the ground is paved or covered over in some way. They will last for no longer than an hour or until they get bored, whichever comes first. While they may be given as many instructions as the summoner likes, they will likely tear apart the nearest thing which looks like it might have been responsible for despoiling a forest. Dwarves and orcs appear high on that list.
Like ents, huorns are always considered a native of the plane they occupy and therefore cannot be banished.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Wand 9,000sp px50 Jim Arona 021 076 9376

Abysmal Beads

Dark Sphere Bead

This bead is about a centimetre across and so black it appears two-dimensional. It has no encumbering weight although it feels like it weighs 8 oz and behaves like it weighs that much when it is thrown.
It may be thrown at a target (using the Grenado or Rock Skill) and if this is not successful, they must Break 100 + MD, failure indicating that the bead has shattered and released a Dark Sphere 5 feet in diameter upon them, with the usual consequences. If it is thrown at a hex, then the thrower must Break 100 + 2 x MD, success indicating that the bead has broken, releasing the Dark Sphere.
The Pulse after the bead has been broken, any entity who is not dead, unconscious, Stunned or Prone may attempt to take control of the Dark Sphere by Breaking 100 + 2 x WP. Once the sphere is controlled, it will remain in that entity's control so long as a Pass Action is spent each Pulse.
The Banishment spell of the College of Naming Incantations will have no effect on this Dark Sphere, although Expulsion or other Banishment magic will.
There is no duration on this magic. Unless the Dark Sphere is returned to the Abyss, it will move around the world laying waste and destruction to whatever it encounters.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Abyss None Abyss 9,000sp px50 Jim Arona 021 076 9376

Singularity Bead

This bead is about a centimetre across and so black it appears two-dimensional. It has no encumbering weight although it feels like it weighs 8 oz and behaves like it weighs that much when it is thrown.
It may be thrown at a target (using the Grenado or Rock Skill) and if this is successful, they must Break 100 + MD, success indicating that the bead has shattered and released a Singularity. If it is thrown at a hex, then the thrower must Break 100 + 2 x MD, success indicating that the bead has broken, releasing a Singularity.
A D10 is rolled and squared. This is the radius of the Singularity in feet.
Everything inside this area instantaneously winks out of existence. Anyone on the edge of the Singularity is drawn towards it with a PS equal to the radius. This PS halves with each hex distant from the edge.
Everyone within 4 hexes of the edge must roll percentile dice and add their PS to the result. If it is less than the PS value of the Singularity, then they slide the difference in feet towards the event horizon. If this puts them inside the Singularity, then no other rolls need be made. Those who have made the roll may move half their TMR away from the edge. Moving towards the Singularity is a Free Action and does not cost any movement at all if within 4 hexes of the edge.
Each Pulse the Singularity shrinks by 1 hex, which has no effect on the PS of the attraction.
The universe is diminished each time one of these beads is used.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Abyss None Abyss 11,000sp px50 Jim Arona 021 076 9376

Potions

Potion of Virility x 6

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
If taken by a male humanoid, their virility will be increased by 105 for 21 hours. Any child conceived within that duration will have their EN permanently and naturally raised by 7.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Witchcraft 2,000sp px50 Jim Arona 021 076 9376

Potion of Recurring Restoration x 5

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
Once taken, this potion inflicts 7 EN and 14 FT at the end of the Pulse for 5 Pulses.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Witchcraft 2,000sp px50 Jim Arona 021 076 9376

Potion of Greater Healing x 11

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

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Healing 5,000sp px50 Jim Arona 021 076 9376


Potion of Pentecost

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

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed? GM
Network of Sin Winter 814 Lands of Chaos Magical Communication 5,000sp px50 Jim Arona 021 076 9376

Potion of Restoration

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

  • If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one but not beyond racial maximum, unless their FT cap has been removed.
  • If the imbiber is alive but has taken harm, then it will restore half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. It will not cure EN lost to Specific Grievous injuries or Afflictions but will restore FT lost to exhaustion and spell casting.

The FT may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Formerly living Enhancement 15,000sp px50 Jim Arona 021 076 9376

Remove Curse Potion

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, it will remove any minor Curse or a major Curse where the MA is less than 28.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Curse Removal 45,000sp px50 Jim Arona 021 076 9376


Non-Detection x 2

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, this potion will make the unfindable by Location or Whispering Wind spell, nor will they be scryable by Crystal Ball, Waters of Vision or similar magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Formerly living Naming Incantations 6,500sp px50 Jim Arona 021 076 9376


Circle of Protection

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
The imbiber is surrounded by a field that will flare into a glowing arc of green when it's protection is called upon. The imbiber ignores the first 20 points of damage from any source per Pulse. In addition, 5 is added to the result of any attack roll against the imbiber.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Witchcraft 5,000sp px50 Jim Arona 021 076 9376

Blessed Weapon

This oil weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
If it annoints a weapon, it will become "holy", increasing Strike Chance by 10, and doubling damage vs unholy creatures. The magic of the oil will fade an hour after application.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Benediction 9,000sp px50 Jim Arona 021 076 9376

Sanctuary

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

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Benediction 2,000sp px50 Jim Arona 021 076 9376

Resist Temperature

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next 15 hours, the imbiber is considered to have the Resist Temperature Talent of the College of the Sorceries of the Mind at Rank 15.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Benediction 2,000sp px50 Jim Arona 021 076 9376

Magic Fang

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next week, any natural attack (bite, claws etc) will be a legal target for a Weapon spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Green Silences 5,000sp px50 Jim Arona 021 076 9376

Pact Cloak x 4

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next day, any attempt to detect if the imbiber has a Pact of any kind will return the answer "No answer".

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Benediction 9,000sp px50 Jim Arona 021 076 9376

Elixir of Enhancing Enchantment x 3

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
Whoever drinks this potion will have one Talent of their choice increased by 3 Ranks to a maximum of 20, 4 Ranks to a maximum of 15 or 10 Ranks to a maximum of 10, whichever would generate the lowest Rank, until the Twelfth Night of the Days of Chaos 814 WK.

Hydragyrum x 12

This potion weighs 5 lbs, is stored in a heavy glass vial and must be Prepared before it can be used.
If this potion is taken as a function of Casting a spell of transformation, the effect becomes permanent if it is not already. This does not have an effect on spells of enhancement, unless this is a function of a transformation, e.g. Trollskin would not become permanent (unless the target were transformed into a troll).
Taking Hydragyrum drives one inevitably closer and closer to madness. Madness Quotient is increased by 1 the first time taken, doubling each time thereafter. When Madness Quotient exceeds base WP, the imbiber become irrevocably unhinged, spending their time drinking tea with hallucinations and developing a fanatical devotion to hats.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Nualis Magical Transfiguration 78,000sp px50 Jim Arona 021 076 9376

Invested Gems

These gems have the listed Base Chance. It is modified by the user's Enchantment and MA not the investor's, and if subject to environmental bonuses, then the ones that pertain when it is Triggered are the ones that apply. This may prevent an invested item from discharging.
Each gem is Triggered with a Magical Fire Action, and discharges on the wielder's Unengaged Initiative.
A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.

Dream-weaver's Amethyst

value: 8,425 sp

Once this amethyst has been used, it may be made into a Greater Amulet of Amethyst, which will provide all of the standard benefits. In addition, once per night of sleep, and so long as the wearer has one hour of uninterrupted sleep, they are considered to have received an additional three.

Mind Fog
Chance: 65%
Effects: When Triggered, a bank of thin mists 20 ft high over a diamater of 35 ft is created within a range of 250 ft. Any entity that dreams will add 20 to the die roll result when Resisting versus the College of the Sorceries of the Mind, or magic with the word Illusion / Dream in the title. This may not be Resisted. The mist lasts for 8 minutes before fading, but even upon leaving the affected volume, the effects take 1 - 10 Pulses to wear off.

Mind Blast
Chance: 75%
Effects: This spell fills a volume that is 20 ft wide and 90. 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 5 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.

Illusory Wall
Chance: 65%
Effects: This spell creates an Illusion of a linear or smoothly-curved wall. It may have all of the characteristics of any other wall spell (except solidity, damage or fear) or mimic an adjacent surface instead. The wall is 20 ft by 10 ft by 12 inches. Its height or width can be altered by by 30 ft or thickness by 20 inches. The wall must be attached along one of its edges.

Maze
Chance: 46%
Effects: The target is transported into a hedge-maze of perpetual fog, where they may wander as they will. The hex that they occupied is filled with opaque mist that disperses in 5 seconds. At the end of the spell, the target reappears in their original hex (they are displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm would follow the target into the maze, Agony wouldn't).
For all purposes, the Maze is deemed to be on the same plane that the target just disappeared from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon) the target, but not physically contact them.

Incantations:
Mental Attack - Creeping Senility
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

ESP - Mind Sense
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 target 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.

Doombinder's Sard

value: 3,000 sp
Once this gem has been used, it may be made into a Greater Amulet of Bloodstone. However, this amulet will not protect against infection. Instead, it will be destroyed on the next occasion that their soul would have been.

Damnum Magnatum
Chance: 41%
Effects: The target of this spell is transformed into any small creature of the wielder's whim. In addition, they add 36 to the results of all of their die rolls.
If the Magical Fire Action is failed, then the spell takes effect on the wielder. Backfires will attract truly fiendish consequences.
This is a Major Curse.

Soul Destruction
Chance: 45%
Effects: This spell only targets entities whose souls are co-present. The range of the spell is 30 ft. If it is successfully cast upon a target within range, they must Resist versus the Special Knowledge of the College of Necromantic Conjurations. If they are successful, they die instantly.
If they fail, their soul is destroyed and their body dissolves into black, greasy oil which evaporates into nothingness.

Runed Intaglio

value: 4,500 sp

Once this gem has been used, it may be made into a Greater Amulet of Luck. In addition to the standard benefits, the wearer will have a 3 point Luck Pool. When the pool is exhausted, the amulet will crumble into greenish dust.

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

Binding Earth
Chance: 45% + MA
Effects: The wielder gains control of 8,500 lbs of earth for a period of 30 minutes. This will take a single Pulse to take effect, and they may do anything with the element except form an elemental. This magic may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental.

Rune Wall
Chance: 65%
Effects: This spell creates up to a 50 ft radius, transparent, shimmering wall of force 1 inch thick, centered on the gem.
The wall can be of any orientation and need not be anchored. It will expand around solid objects but will not pass through them and will not form touching an entity (the spell will fail immediately if it comes in contact with an entity while forming).
Any entity who comes into contact with the wall must resist or be thrown back prone and will suffer [D - 2] + 20 damage.

Incantations:
Rune Wall - Rune Bridge
Effects: This incantation of Rune Wall allows the Adept to create a surface which will support entities and objects up to a weight of 1,000 lbs (+ 500/Rank). The dimensions of the bridge are a square 10' by 10'. This may be increased at a rate of 3'/Rank, applied wholly or partially to either dimension. Dimensions which occupy less than a yard require 3 feet of measurement.
It is not a wall spell, and may not be used like one.
The bridge must be anchored at each end, otherwise it will dissipate.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Sacrifice - Death Field
Effects: The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN & FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Runelock - Explosive Runes
Effects: A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,
either damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.
or it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Opal

value: 9,250sp

Once this gem has been used, it may be made into a Greater Amulet of Aquilegius. The wearer subtracts 10 from die roll result to avoid Fear or Awe, and in any case subtracts 10 from the result of a Fright or Awe check

Dispel Unclean
Chance: 60%
Effects: This spell may only be cast on a target who is also under the effects of an Immolation spell, changing the colour of the flames to a shimmering white.
The target increases their Defense against devils and undead by a further 15 while this magic is in effect.
The target can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. This use discharges and ends the spell.
In addition, with a touch the target can automatically dispel a spell cast by a denizen of the Seventh Plane. This use also discharges and ends the spell.
Exception: This does not apply to curses, etc.

Dispel Unclean
Chance: 60%
Effects: This spell may only be cast on a target who is also under the effects of an Immolation spell, changing the colour of the flames to a shimmering white.
The target increases their Defense against devils and undead by a further 15 while this magic is in effect.
The target can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. This use discharges and ends the spell.
In addition, with a touch the target can automatically dispel a spell cast by a denizen of the Seventh Plane. This use discharges and ends the spell.
Exception: This does not apply to curses, etc.

Timefires
Chance: 46%
Effects: This spell burns the time out of an object or entity of no greater volume than 32 cubic feet, which need not be flammable in any way. This leaves a pale ash, which will fade away within D10 Pulses.
The universe grows a little smaller when this spell is used.

Quench
Chance: 55%
Effects: This spell is cast over an area with a diameter of 75 feet centred on the gem at the time it was Triggered. The effect lasts for no longer than a minute, but during that period, Extinguish spells need not be Prepared, and may be Cast with a Free Act. In addition, any magic that causes damage by fire or flames (but not heat by itself) may be dispelled if:

  • it is targeted with a successful Extinguish spell and
  • the Adept who cast the attack spell fails to Break 100 + MA + Rank + Mana Sense.

Incantations:
Smoke Creation - Toxic Fumes
Effects: This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must Break 100 + Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes.
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:

Rank Multiplier
0 – 5 3
6 – 10 2.5
11 – 14 2
15 - 17 1.5
18 or 19 1
20 0.5

Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Cost:750
Constraints:Unracks the spell, reduces the FT value by 1.
This incantation is not teachable.

Fire Arc - Translocation
Effects: When the Adept casts this incantation of Fire Arc, they are consumed in a ball of fire, only to appear anywhere within range and line of sight. If the Rank of Fire Arc is Rank 20, they may return to their original location the following Pulse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Wall of Fire - Firethorns
Effects: This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Engraved Lapis Lazuli

value 11,755 sp

Once this gem has been used, it may be made into a Greater Amulet of Azure, which will increase the factor by 1/2 when making Perception checks under the open sky. A 1 x Perception checks is a 1.5 Perception check, and so on.

Call Lightning
Chance: 46%
Effects: This spell calls from the sky a bolt of lightning which strikes a given area like the vengeance of God. It must be aimed at a given hex that was within range at the time of Casting. The stroke will arrive in the Pulse after the gem was Triggered on the wielder's Unengaged Initiative. Any entity or object in the target hex will suffer D + 76 damage. Any entity or object in the adjacent hexes suffer D + 17 damage. If an entity successfully Resists vs the Special Knowledge of the College of the Air, they will only take half the damage (round up).
The targeted hex will have a magical aura which will cause hair to stand on end.
This spell may only be cast under the open sky during a storm.

Incantations:
Gaseous Form - Dissolution of Violence
Effects: The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted once per pulse. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Flying - Walk on Air
Effects: This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.
Cost:1500
Constraints:Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Amber Cabochon

value: 9,250sp

Once this gem has been used, it may be made into a Greater Amulet of Amber, which will alert the wearer if they have crossed the path of an unnatural creature by making a 1 x Perception check (+ Rank in the Tracking spell).

Earth Transformation
Chance: 55%
Effects: This spell transforms 32 contiguous hexes of stone into mud to a depth of 10 ft or 32 contiguous hexes of mud into stone, similarly, to a depth of 10 ft. Mud reduces the movement rate of a humanoid biped by 150 yards per minute or their TMR by 3. If movement is reduced to zero or less, they may crawl at 50 yards per minute. Similarly, if their TMR is reduced to 0 or less, they may crawl at 1 TMR.
This change is instantaneous and permanent.
In addition, it may be cast at 16 Ranks of Earth elemental, which must Resist to avoid having it's body torn apart. To resolve damage, roll 3 D10 and square each one, applying this as damage against the elemental. If desired, the wielder may, instead, heal the elemental of a similar amount of damage.

Gem Creation
Chance: 55%
Effects: This spell creates 16 gems, each of a value of around 160gs. They last for 17 days.

Incantations:
Conjuring & Controlling Earth Elemental - Ent Call
Effects: This special incantation gives the the elemental the form of an ent over the passage of a Pulse. The duration of the conjuration and control spell is 1 hour (+1 hour per Rank). His stats are the same as the elementals, and, indeed he has the behaviour of an elemental, not an ent. Except that, like an ent, he may not be banished and is not dissipated if separated from the earth.
Cost:2000
Constraints:Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Trollskin - Cannibalise
Effects: This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided) and restore 2 FT until the spell ends.
Since the Adept is already under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one), nor may the incantation be made into a potion.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation cannot be taught.

Wall of Stone - Stoneskin
Effects: This spell effect is transformed and absorbed into the body of the Adept. They may call upon Stoneskin to avoid any damage from a single attack, although environmental effects like an avalanche or explosive decompression are at the discretion of the DM.
Calling upon Stoneskin is a Free Action and may even be used before the Adept's initiative, although it requires their next Pass Action. The effects of the Stoneskin last for the duration of the spell or for 1 attack per 4 Ranks, whichever comes first.
Cost:2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation cannot be taught.

Other Invested Items

Curse Wand

This wand of twisted wood and cracked crystal is 50 cms long, weighing 10 oz.
It contains 8 charges of Major Curse which has a Range of 165 ft. The Base Chance is 45% modified by the wielder's MA bonus (or penalty) and Enchantment. The target receives no benefit from any Counterspell. In addition, Triggering the wand requires a Cast Check, so is executed on the wielder's Unengaged Initiative.
If at least 5 charges remain in the wand, then a Death Curse may be Cast, and this will exhaust the remaining charge.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Malediction 30,000sp px50 Jim Arona 021 076 9376

Rod of Resurrection

This rod is made of lignam vitae, is 50 cms long and weighs 3 lbs. It is turned and balanced but is too light to use as a weapon.
A charge may be drawn from the rod on a Cast Check. The base chance is 65% modified by the wielder's MA bonus (or penalty) and Enchantment. The target is the remains of a thing once alive and only as much as a finger need survive. This will not create a copy, so casting this upon a part of something still alive will use a charge but otherwise have no effect.
The target's life status changes from dead to alive immediately, on full EN (less 1 as a result of dying) and half their FT.
It has no effect on the unholy and some creatures of the Outer Darkness.

Charges
2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Living wood Healing 18,500sp px50 Jim Arona 021 076 9376

Crystals

Weapons

Rod of the Dwarf Lords

This rod weighs 5 lbs. It may be used to store up to four hafted weapons in a space only accessibly to those with dwarven blood. Each weapon may be deployed with a Free Act. Each Weapon is associated with a particular spell:

Weapon Spell
Battle-axe Weapon of Cold
Mace Weapon of Flames
War pick Spectral Weapon
Spear Enchant Weapon

Activating the spell requires a Pass Action, and its effective Rank 5 + the wielder's Rank in Mechanician.
The rod can hold 10 charges, each spell drawing a charge when it is activated. The rod can be charged by the arts of an Alchemist of at least Rank 5 who will need to spend at least 3 days on the task. It requires a scroll each of Weapon of Cold, Weapon of Flames, Spectral Weapon and Enchant Weapon. The Rank of the spells must be 10 or more. The number of charges that the Alchemist adds to the rod's reservoir is equal to their Rank.
The rod contains these tools, which do not require charges:

  • a battering ram with a spike to set into the ground, capable of exerting a force equal to a PS of 120.
  • a climbing rod which can extend up to 20 feet in length
  • a dial which indicates how far below sea level the wielder is, the accuracy of which is tested by Breaking 100 -> PC + 5 x Mechanician Rank.
  • a dark torch that increases the range of a dwarf's vision in darkness by 100 feet and is therefore visible to another dwarf at up to 100 feet further than they can normally see. The torch may also be used to reduce the Rank of a Light spell by 5 + the wielder's Rank in Mechanician. It may only be used once per day, resetting at midnight.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Sparlainth Formerly living Deep Lore Quest px50 Jim Arona 021 076 9376

Spiteful Intent

This weapon weighs 3 lbs and may be used as either a sabre or a hand and a half. The base Strike Chance is 73%, inflicts D10 + 10 base damage, inflicts Specific Grievous Injuries on 10% of the modified Strike Check or less, blows directly to EN on 20% of the modified Strike Check or less.
If a Specific Grievous Injury is inflicted, then this result is applied:

37 - 40 You have been eviscerated. Take 4 Damage Points immediately from Endurance and 1 point per Pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are unconsciousness. Increase your chance of infection by 40.

in addition to any other B Class Specific Grievious Injury that the wielder rolls (except the evisceration described above).
Three times a week, resetting at dusk on Saturday, the weapon doubles the wielder's Rank in Assassin for the purposes of calculating damage from surprise or through a rear hex.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Victoria Magical Cruelty 18,000sp px50 Jim Arona 021 076 9376

Bend Sinister

This main gauche weighs 1 lb, has a base Strike Chance 57% and inflicts base Damage of D + 4.
Three times a week, resetting at dusk on Saturday, the wielder may take a Free Act and attach a rear hex to an opponent adjacent to them. This will apply from the wielder's Engaged Initiative until the end of that Pulse, and will overwrite any special ability where an entity does not have a rear hex. It may, even, be applied against an opponent's front hex.
This special positional bonus only applies to the wielder.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Victoria Magical Cruelty 14,750sp px50 Jim Arona 021 076 9376

Incubus Dagger

This dagger is made from cold iron, weighs 1 lb 8 oz and contains a reservoir for poison in the hilt. Whoever bears this weapon will be unable to access magic that is not Racial.
The dagger inflicts + 6 damage, has a base Strike Chance of 53%, and venom can be injected into the wound on any Strike that inflicts EN damage.
The reservoir recently contained a hex venom which shifted the quality of the wielder's blow so that a miss became a Strike to FT, a Strike to FT became a blow directly to EN, a blow directly to EN became a possible Specific Grievous Injury and a possible Specific Grievous Injury allowed the wielder to make 2 rolls and apply both if they were A Class injuries.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Malediction 12,335sp px50 Jim Arona 021 076 9376

Incubus Main Gauche

This main gauche is made from cold iron and weights 2 lbs. Whoever bears this weapon will be unable to access magic that is not Racial.
The main gauche has a base Strike Chance of 58%, has a base DM of +3, but ignores the first 3 points of Protection per successful Strike.
In addition, the defence the weapon provides applies against ranged or missile attacks if the wielder's AG is 20 or more. The wielder may Strike with this weapon and still benefit from its defence value.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Lust 14,650sp px50 Jim Arona 021 076 9376

The Forest Staff

Investable Spells
Counterspells Healing Trollskin
Wall of Stone Wall of Iron Enchant Plants
Converse with Animals Binding/Control Animal Converse with Plants

This oaken staff weighs 2 lbs, and has a Base Strike Chance of 65%, the Damage Modifier being +2. In the hands of one who is Blessed of Kementári, instead of increasing the Damage Modifier, Ranks in Quarterstaff reduce all incoming damage by 1 for every Rank fully divisible by 4. The die roll result of a Magic Resistance check is reduced by the Blessed's Rank in Quarterstaff.

Certain spells may be Invested in the staff (by means of the Ritual of Investment) at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be Invested in the staff, but any combination is allowed.

  • The wielder releases the spells stored by using a Cast Action, they are not Triggered. The componentry required for the Healing spell is consumed when the spell is Invested, not when applied, so the spell will take effect immediately.
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. This will not stack with any similar ability, however.
  • On Sundays, during the day, a way may be opened to a mystical and deep forest glade. It will take an hour to open the way, the entrance being about 2 metres wide by 3 metres high. Slender beams of sunlight slant into the glade from time to time, but by and large, the light level is no more than 30%. Any object left there will be gone when the way is next opened. Any sentient entity left there will shed the trappings of civilisation and have the mind of an animal when the way is next opened. Entities of animal intellect are unaffected, except that they have no desire to prey upon one another, sustaining themselves on the glade's bounty.
  • The glade counts as high mana zone for the purposes of casting Elemental, Celestial and Wiccan magic. The wielder may subtract their Rank in Quarterstaff from any Herbalist check in the glade. While common and uncommon herbs will flourish in this space, rare plants and herbs cannot be raised here, although they will not die or decay until they are used.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Green Silences Quest px50 Jim Arona 021 076 9376

Flametongue Athame

This dagger weighs 10 oz. The base Strike Chance is 45% and the base DM is +1. It may not be thrown except as a normal, non-magical rock.
While in the wielder's hand, they may Cast Bolt of Fire if they know it.

The spell
need not be Prepared
may be cast in Close or Melee without penalty
may not be Resisted
has a range of Touch

The wielder's Rank in dagger is subtracted from the Cast Check of the Bolt of Fire spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Victoria Magical Fire 13,250sp px50 Jim Arona 021 076 9376

Tentacle Net

This net weighs 2 lbs. It has a base Strike Chance of 50% and the base DM is +1.
It may be used underwater without penalty, and indeed, in this environment, will be animate, and may swim as its wielder wills if they can speak to it. It can swim with a TMR of 7, has a swimming movement rate of 350, and if it manages to entangle a victim, will deliver A Class injuries with its beak. This is a Close rated attack but the victim's PS is ignored :

Bite
IV: 35 SC: 85% DM: +4

If wielded around the secondary arm and shoulder, the net provides 4 Defense per Rank, with no MD penalty. The wielder may still attack with the net without abandoning this Defense bonus, unless it is thrown.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Carrefour Living animal Elder Lore 16,585sp px50 Jim Arona 021 076 9376

Dwarven Rotary Axe

This rotary axe weighs 7 lbs and is 1- or 2-handed. It has a base Strike Chance of 67% and inflicts D + 9 damage. It may be enhanced by weapon spells.
A dwarf with a PS of 14, a gnome with a PS of 18 or a hobbit with a PS of 21 may wield it, if they have the Mechanician profession.
Whenever the axe successfully Strikes an opponent, some of the force is transferred into the weapon's movement. In the case of a dwarf, 14 is subtracted from the PS value the wielder used, 18 if a gnome and 21 if a hobbit. The result is added to the tension on its mainspring and may be applied as exceptional damage.

For example
The wielder is a dwarf and has a PS of 20. Every time they successfully Strike their opponent, they increase the tension on the mainspring by 6. After four successful Strikes, the tension has now climbed to 24,and the wielder decides to release the energy coiled within the axe and so will Strike as if their PS is 24 (from the mainspring) + 20 = 44. This causes the axe head to spin frantically and translates into (44 - 14 = 30 / 5) = 6 extra clockwork damage on that blow.

If the blow misses, the tension will be released unless the wielder Breaks 100 + PS + MD + Mechanician Rank to conserve it.
Tension cannot be transferred to the mainspring when the Strike misses or if it has been released.
No more clockwork damage than the wielder's Rank in Mechanician can be released from the mainspring in a single blow.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel None Clocks 14,500sp px50 Jim Arona 021 076 9376

Greenstone Patu

This greenstone patu is a war club and weighs 4 lbs. The base Strike Chance is 55%, the Damage Modifier is +5.
It may strike the undead, ghosts and spirits, regardless of their substantiality. Indeed, if such creatures are successfully struck by this weapon while insubstantial, they must Resist or find themselves drawn into the patu and are trapped therein.
The patu can only hold one such entity, and if it has not been released within an hour, it will be forever destroyed.
Releasing a spirit from the patu is a Pass Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Sparlainth Magical Soul Warding 12,375sp px50 Jim Arona 021 076 9376

Grim

This runeblade is an extremely heavy broadsword which bears an Individual True Name. Grim weighs 5 lbs, but whoever bears or wields him is encumbered by 15 lbs. The gravity of this weapon will cross dimensions to make himself felt, and so will apply even when he is kept in a bag of holding or similar item. There are two spaces on the hilt which are currently occupied by pewter placeholders, one on the pommel and the other is just beneath the quillons. These placeholders may be replaced with gems.

The base Strike Chance is 60% and the base damage is 2 rollup D10 + 8. A PS of 22 is required to wield him without penalty. If the wielder's PS is less, then the damage will be according to this schedule:

PS Damage
21 D10 + 8
20 D10 + 8
19 D10 + 7
17 D10 + 6
16 D10 + 5
15 D10 + 4

The higher the wielder's Rank, the greater their prowess with the blade. The wielder adds the number of each Rank to their Strike Chance, so that at Rank 1, their Strike Chance is increased by 1, at Rank 2, it is increased by 3, at Rank 3, by 6 and so on. Any Strike Check die roll result which falls on an unmodified value of 20 or less will hit, regardless of the opponent's Defence.
He is not affected by magic that adds a value to a Strike Check result.
He inflicts B & C Class Specific Grievious Injuries, and any blow upon a shield may cleave it unless the opponent rolls under their Initiative with Shield. A blow upon a shield is considered to be one where the Strike Check is a miss and falls between 40 - 70, inclusive.
Any entity slain by Grim will be permanently destroyed if the wielder will support the cost. This applies to the true form of summonable entities but not their avatars.
Grim issues a low, hair-raising moan whenever he is drawn and will be heard over a range of 8 hexes. Anyone who hears him and whose PC value is less than 13 must roll on the Fright Table, adding 25 to the result. Those whose PC falls in the range 13 to 22 (inclusive) must Break 100 + 3 x WP to avoid rolling on the Fright Table (similarly, adding 25). This moaning will continue, even when sheathed, until his unholy thirst for blood has been slaked.
Grim is sentient but doesn't have much to say unless it is to counsel mayhem, bloodshed and destruction, and the word "Kill!" features heavily in his dialogue. He purrs when anointed with blade venom.
Grim can speak with all kinds of spiders, sentient or otherwise, and the wielder enjoys a +20 Reaction bonus when ever they are encountered. He is happy to act as an interpreter for his wielder, and provides them with a 20 point bonus to die rolls to avoid being entangled in webs, magical or otherwise. He also allows them to see in Darkness. If the Darkness is less than Rank 20 the visual range is 60 feet, otherwise 30 feet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Outer Darkness Magical Rune 24,650sp px50 Jim Arona 021 076 9376

Wicked Glaive

This glaive is 2 metres long and can be wielded by humans, elves or taller. It grows to match its wielder and so weighs 2 x wielder's Size Factor + 1. The glaive cannot weigh a non-prime value in lbs. If the wielder is multi-hex, then the glaive grows proportionately, it's weight being multiplied by the number of hexes.
The base Strike Chance is 50% and the base Damage is 2 rollup D10 + 5. If the wielder is size 8, the Damage is increased by another 4. If a target takes EN damage from this weapon, then no Healing is possible will restore them. Only treatment from a physiker's kit or bed rest may be used. Herbalist draughts to restore EN damage takes the place of an application from a physiker's kit, however.
The weapon is incredibly resilient and there is no chance of weapon breakage unless the wielder's PS is greater than 120.
Multi-hex wielders enjoy a special reach advantage and may attack targets 1 hex distant for each extra hex of size (i.e. a 2 Hex wielder may attack targets 1 hex away, a 3 Hex wielder may attack targets 2 hexes distant up to a maximum of 3 hexes distant).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Wounding 13,350sp px50 Jim Arona 021 076 9376

Mace of Disruption

This light mace has a basket hilt and weighs 4 lbs. The base Strike Chance is 55% and the base DM is +5. It may not be thrown except as a normal, non-magical rock. The wielder adds 1 to their Rank when calculating a Parry result.
While in the wielder's hand, they may Cast Disruption if they know it.

The spell
need not be Prepared
may be cast in Close or Melee without penalty
may not be Resisted
has a range of Touch

The wielder's Rank in mace is subtracted from the Cast Check of the Disruption spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Disruption 14,750sp px50 Jim Arona 021 076 9376

Armour

Witchskin Armour x 2

This skin may be made into armour that has a Weight Factor of 2 by an Armourer of Rank 6 or more. This will cost 7,500sp and take 7 half days to prepare, and must be cured for 21 days. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth.
However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless covered by Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Faerie Formerly living Annis 9,000sp px50 Jim Arona 021 076 9376


Image Folding Armour

This armour is covered in fine, colour shifting scales, has a weight factor of 2, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 6 who has the leather armour and scale proficiencies. It will cost them 2,500sp per size factor reduced, and they will likely charge more for their Skill.
The armour provides 9 Protection, Spell Armour of 4, Spell Armour of 9 vs cold damage. The scales increase the wearers Stealth by +10 and their MR by +10 vs cold magic. If the wearer is grappled, they may attempt to slip out of their opponents grasp by Breaking 100 + AG + MD (+any Rank in Escape Artist) and this is a Free Act.
Once a day, the armour may take on the appearance of any clothing the wearer likes. The Rank of this clothing is equal to their Rank in Courtier.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Scales 15,475sp px50 Jim Arona 021 076 9376

Scale Mail

This armour is covered in thick, heavy scales of an azure blue colour and is considered to be chain mail. It has a weight factor of 4, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 7 who has the leather armour, chain and scale proficiencies. It will cost them 2,500sp pper size factor reduced, and they will likely charge more for their time.
This armour provides 9 Protection, 9 Spell Armour vs Lightning damage, reduces all damage by 3. and improves the wearer's Magic Resistance vs Lightning by 9.
The wearer's PS and MD are increased by 3, and they acquire a Claw (base Strike Chance 50%, +6, B Class, MC, inflicts an additional D10 of Lightning damage + an additional D10 of Thunder damage). This may be Ranked as a Cestus.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Dragon 17,400sp px50 Jim Arona 021 076 9376

Bracers of Armour

This bronze bracer weighs 2 lbs and must be worn on the left forearm for it's magic to take effect.
While it is worn, it provides 7 Protection and 7 Spell Armour, to a maximum of 23. A wearer with 20 Protection and 10 Spell Armour would have 23 Protection and 17 Spell Armour if they were to wear it.
If any Specific Grievous Injury is taken, Protection and Spell Armour is reduced by 2. The bracer may never be repaired.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Protection 8,750sp px50 Jim Arona 021 076 9376

Cenobite Robes

These robes are the bruised colour of headaches and have a weight factor of 2. They are sized for a human but may be cut down for smaller races, and this will cost 3,000sp per size category.
A coat or jacket of fabric or leather, may be worn on top but the robes lose their special abilities if armour (including leather armour) is worn over them.
Unless their Rank in the Resist Pain Talent is 20 or more, the wearer may always be Stunned if they receive damage which is greater than 1/3rd of their modified EN. This value is increased by 1 for every 2 Ranks in the Talent. In addition, the wearer subtracts the same number from the die roll when making Magic Resistance checks versus magic that inflicts damage or causes pain. The wearer automatically resists Necrosis, Disruption, Torment, Agony or similar magic, and if they succeed in a Magic Resistance check, then they are entirely unaffected by any secondary effect (i.e. half damage is ignored, the target is not slowed).
The robes make the wearer's sense of touch more acute to pain or pleasure so that the wearer must sleep or rest for 3 extra hours before beginning to recover FT, and even then they recover 1 less FT per hour. On the other hand, if the wearer is slept or rendered unconscious by non-curse magic, they are entitled to an extra Magic Resistance check on every Pulse that is a prime number (i.e. 2, 3, 5, 7, 11, 13, 17, 19 etc).
The robes provide 4 points of Protection and Spell Armour. If the wearer has the Resist Pain Talent, then it will reduce damage by 1 point for every Rank that is prime. A wearer whose Rank in the Talent is 19 will ignore a FT blow that inflicts 12 damage points.
At a cost of 1 FT, the wearer may use their TMR up to a number of feet above the ground equal to their base WP, and this effect lasts for 1 Pulse per base MA/5 (rounding down). If this function is used while falling, their base WP is subtracted from the height, and in any case, the maximum height that they are considered to have fallen from 100 ft (from which they can, similarly, subtract their base WP).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 New Terra Formerly living Sorceries of the Mind 22,500sp px50 Jim Arona 021 076 9376


Lich Robes x 2

These heavy robes are the precise colour of jaundice and have a weight factor of 4. They are sized for a human but may be cut down for smaller races, and this will cost 4,500sp per size category.
The robes provide 9 Protection, 11 Spell Armour and 3 Damage Reduction, and so will entirely protect the wearer from a FT blow of 12 damage or a spell that inflicts 14 damage.
The robes are uncomfortably warm and will inflict D10 heat damage per minute that they are worn. If the wearer is Fire-proofed, then this damage is reduced by the Rank of the spell, and the robes inflict no damage at all if modified to zero or less.
Nevertheless, the robes are uncomfortable to sleep in and no FT is recovered for the first 3 hours of sleep.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 New Terra Formerly living Elder lore 19,000sp px50 Jim Arona 021 076 9376

Miscellaneous

The Dark Hunt's Hat

This black top hat weighs 8 oz and is made of felt.
The wearer always appears to an observer to be a professional gentleman of gravitas and respectability if they are in any London. In any of these places, it counts as a Disguise spell of Rank 20, although the wearer's appearance will change in no other way than that they are wearing the thing.
If it is worn indoors, the wearer fails to raise it for well-bred ladies or sleeping in it will cause the hat to lose all magical properties until the next full moon.
(Sewers do not count as indoors).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Victoria Formerly living Darkness 8,450sp px50 Jim Arona 021 076 9376

The Dark Hunt's Stick

This heavy walking stick is made of blackthorn, and the grip is a wolf's head in silver.
After walking with the stick for at least an hour, the bearer is surrounded by a serendipitous effect which makes their travel more convenient, although non-magical. A ship will always be going in the direction that they wish to travel, and there will always be room available for them. Similarly, a stage coach will always have room and be going in the appropriate direction. By a peculiar stroke of luck, travel providers will not expect any recompense.
The stick does not create a route that does not exist or has been temporarily suspended, say, for seasonal reasons. However, if the route exists and is practical, then, by a happy coincidence, a mundane means of travel will present itself.
The stick does not work for the bearer's companions, who, should they not make appropriate payment, may find that they have somehow mortally offended travel providers. However jovial they may be to the bearer, these people often become inclined to take murderous revenge for the perceived insult, at the DM's discretion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Victoria Formerly living Luck 13,625sp px50 Jim Arona 021 076 9376

Blank Phylactery

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


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

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Formerly living Spell Storage 10,000sp px50 Jim Arona 021 076 9376

A Stone from a Plover's Nest

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

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

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Incubus Thong

This leather posing pouch can be worn by anyone but will only be convincing if worn by a man who is wont to stand in a certain way.
Whoever wears the thong for more than five minutes will become certain that some small, noxious and improperly curious vermin is crawling around inside it. And, it will begin to smell in a way that can only be described as warmly organic. After an hour the wearer will have to Break 100 + 3 x WP. After 2 hours, Break 100 + 2 x WP, after 3 hours, Break 100 + WP. After that, rolls of 100 are required, a fail indicating that the wearer has snatched the garment from their loins.
Any denizen of Hell who finds the wearer to be convincing (as noted above) will come to the conclusion that they are an Incubus who has used Matter Transformation to better work their way into the affections of a mortal woman.
Unfortunately, this deception will not hold up to close scrutiny.
Fortunately, there is the warmly organic smell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Formerly living Lust 6,425sp px50 Jim Arona 021 076 9376

Caster's Shield

This shield weighs 5 lbs, reduces MD by 3 and provides 5 Def per Rank.
The shield may be Prepared with an Invested Scroll, which takes 5 minutes, by carefully fitting it into the back of the shield. The Scroll may be Triggered subsequently and only takes a Magical Fire Action. No other Invested magic can be Triggered from the shield until it has been prepared again.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 3,850sp px50 Jim Arona 021 076 9376

Heavy Shield

This shield weighs 10 lbs, reduces MD by 3 and provides 6 Def per Rank.
The wielder increases their Protection by half their Rank in Warrior vs attacks that come through their front hexes.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Feralie Magical Earth 8,625sp px50 Jim Arona 021 076 9376

Tower Shield

This shield weighs 15 lbs, reduces MD by 4 and provides 7 Def per Rank.
The shield may be cast onto the ground, whereupon it will grow over a period of 6 Pulses into a round stone tower 10 metres high. The tower is 9 metres wide, the walls 50 cms thick, windowless, and the door is seasoned oak reinforced with bronze. It is two storeys high, and in the upper floor, there are 12 arrow slit windows, 3 for each compass bearing.
The walls have a Protection value of 20, and a combined EN & FT of 1,000. The roof has a Protection value of 10 and a combined EN & FT of 250. However, walls and ceiling are legal targets for Armour of Earth and Strength of Stone (EN). Damage to the combined EN & FT of the walls and ceiling may be repaired with Earth Transformation, 1 point of Protection or combined EN & FT (but not both) may be thus repaired.
This ability may not be used again until the shield has been exposed for three nights of the full moon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Binding & Animating Magic 15,850sp px50 Jim Arona 021 076 9376

Spell Racks

Syrinx

This syrinx is a spell rack. The longest of this collection of reeds is 30 cms and it is 18 cms wide. It is comprised of over 70 reeds, the smaller ones producing tones audible only to dogs and other creatures who can hear things above the human range.
If the instrument is played for a minute or two, then it will improve the reaction of any creature that can hear it by their Rank in this instrument.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 3,850sp px50 Jim Arona 021 076 9376

Freddy in Amber

This piece of amber is unusually heavy and weighs 4 oz. It is 10 cms long, and contains an ant. It is a spell rack. Once a day, if it is rubbed, Freddy will come forth.

Movement Rates
Running: 100
PS: 4 MD: 15 AG: 15 MA: 0 EN: 1 FT: 2
WP: 8 PC: 17 PB: 4 TMR: 2 NA: Chitin absorbs 1 dp
Weapons
Freddy may bite.
Bite: BC 75%, [D – 7], Close, Rank 0 - 10.

For an ant, Freddy is enormous, about the size of a mouse. He is very helpful, however, and will do anything that he can to help out. He is very good at cooking (Artisan Cook Rank 3) and, if he can be communicated with, can even produce about half a tea cup of "honey", by means of a process which, he swears, is magical.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Short living sentient Meta-magic 4,550sp px50 Jim Arona 021 076 9376

Fetish Bag

This leather bag is about 15 cms wide, 20 cms deep and weighs a lb. It is a spell rack and contains a connection to a spirit plane. So long as it is given pebbles, feathers, crystals, twigs and other fragments of the natural world from time to time (at least weekly), then a Totem Spirit may be drawn forth equal to the bearer's Rank in Ranger once a month. This resets on the Full Moon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 3,500sp px50 Jim Arona 021 076 9376

Golden Sickle

This small, bronze sickle weighs 10 oz, and is treated as if it were a dagger, except that it inflict B Class injuries. It may not be thrown, but the base Strike Chance is 50% and base Damage Modifier is +3.
It is a spell rack.
Any herbs cut with this sickle last longer than they might, normally. The wielder's Rank in Dagger is added to their Rank in Herbalist to determine how long they will be Preserved for.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 3,850sp px50 Jim Arona 021 076 9376

Belt of Giant Strength

This belt has been made with links of Cold-forged Iron, and weighs 10lbs. It increases the wearer's PS by 6 but prevents the wearer from using any non-Racial magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel None Iron 12,000sp px50 Jim Arona 021 076 9376


Hob-nailed Boots

These boots are made from Cold Iron, have a Weight Factor of .5, and adjust to their wearer's size. They prevent the wearer from using any non-Racial magic.
They provide 1 point of Protection and 1 point of Spell Armour, to a maximum of 18.
In addition, the wearer subtracts their Rank in Armourer from the die roll result when they make Magic Resistance checks. If the result is 01 or less, then the magic has no effect upon the wearer or the hex they occupy.

Note
This means that the wearer may attempt a Magic Resistance check versus magic, even if one is not normally allowed, although in that case, they would have to roll quite low.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel None Iron 23,825sp px50 Jim Arona 021 076 9376

Monkey Skin Gloves

These fine, wrinkled, grey leather gloves weigh 4 oz.
The wearer's MD is increased by 3, even beyond Racial Maximum.
However, the wearer's curiosity is also increased, and when presented with something interesting to stick their hands in, they must Break 100 + 3 x WP to avoid doing so.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 12,000sp px50 Jim Arona 021 076 9376

Counterspell Wand

This 45 cm satinwood wand weighs 4 oz.
The wielder may Rank Counterspells that they know while they are in possession of this wand. If they lose the wand, they may Rank them no further, but they do not lose the Ranks they have achieved.
The wand must be bonded to the wielder before it can be of benefit. Subsequent bondings overwrite previous ones. If the wielder loses their bond to the wand, they may never re-bond to it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 18,000sp px50 Jim Arona 021 076 9376

Rabbi Loewe's Golem

The clasps of this 10 lb leather bound book are made of orichalcum and they are locked.
The contents of the book reveal how an Alchemist can make the Great Golem of Prague, a masterwork of Rank 9.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Alchemy Quest px50 Jim Arona 021 076 9376

Resurrection Crystal

This crystal is a rectangular cuboid about 10 cms in length and weighs 7 oz.
If 1 EN point is sacrificed to bind the crystal, which will turn pink as a result, the binder will resurrect in their House of Life 2 seasons faster than normal. If 2 points of EN is sacrificed, then they will resurrect by the end of the current season.
The EN sacrificed may be bought back in the normal way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Meta-magic 17,655p px50 Jim Arona 021 076 9376

Jewellery

Greater Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Protection 22,350sp px50 Jim Arona 021 076 9376

Hamsa Amulet

This amulet of a two-thumbed hand weighs 2oz. It is made from wrought silver wire and lapis lazuli.
While it is worn around the neck, three times a day, the Adept need only Cast a spell by uttering, gestures are not required.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Meta-magic 9,850sp px50 Jim Arona 021 076 9376

Dodging Ring

This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Meta-magic 12,000sp px50 Jim Arona 021 076 9376

Mage's Headband

This silver head band, set with a translucent moonstone, weighs 4 oz.
While it is worn, the wearer's MA is increased by 6, so long as 1 point of EN is sacrificed to it. In addition, the wearer subtracts 10 from the die roll result of a Magic Resistance check vs magic that Stuns, Dazes, Sleeps or otherwise renders them unconscious.
If armour is worn with this headband, then none of the headband's benefits apply.
If another entity sacrifices EN to it, the previous owner(s) cannot benefit from it ever again.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Enhancement 12,000sp px50 Jim Arona 021 076 9376

Allies

Canasta

Canasta is the spirit of a mage bound into a carved pink gem set in silver and weighing 4 oz.
It knows these spells of the College of Ensorcelments & Enchantments:

Spell Rank %
Telekinesis 5 35
General Knowledge Counterspell 3 49
Special Knowledge Counterspell 3 49
Enhancing Enchantment 10 55
Web of Entanglement 7 56

Base chances are improved by the MA bonus of the person bearing Canasta, and Enhancing Enchantment, only. Itemry or magic that increases their MA will stack unless otherwise stated. Other enhancements to Cast Chance will have no effect and any backfires are applied to the bearer, not Canasta.
Canasta may be bound to a bearer if they sacrifice 1 EN to it, which may be recovered in the normal way. Instructing the bound spirit requires a Pass Action. If a further 2 EN is sacrificed, then the instruction only requires a Free Act.
Canasta must declare which spell is being Prepared, which must happen in the Pulse immediately before the Cast check is made.
Spells Ranked lower than 5 count against the MA of the person bearing Canasta.
Canasta has 8 Spell Points and when exhausted, cannot cast until sufficiently rested, recovering 1 point a day (at dawn).
The bound spirit's magic may not be Ranked.

Adventure Season Plane of Origin Aura GM
Network of Sin Winter 814 Tanuel Formerly living px50 Jim Arona 021 076 9376

Epigram

Epigram is the spirit of a mage bound into a carved green and black gem set in electrum and weighing 4 oz.
It knows these spells of the College of Naming Incantations:

General Knowledge Special Knowledge
College Rank % College Rank %
Greater Summoning 7 61 Greater Summoning 6 58
Necromantic Conjurations 5 55 Necromantic Conjurations 3 49
Rune 5 55 Rune 3 49
Wicca 6 58 Wicca 6 58
Air 3 49 Air 6 58
Earth 3 49 Earth 6 58
Fire 3 49 Fire 6 58
Ice 3 49 Ice 6 58
Water 3 49 Water 6 58
Naming Incantations 6 58


Base chances are modified by Generic and/or Individual True Name in the following way:

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.
Only the MA bonus of the person bearing Epigram, and Enhancing Enchantment, itemry or magic that increases their MA will stack unless otherwise stated. Other enhancements to Cast Chance will normally have no effect and any backfires are applied to the bearer, not Epigram.
Epigram may be bound to a bearer if they sacrifice 1 EN to it, which may be recovered in the normal way. Instructing the bound spirit requires a Pass Action. If a further 2 EN is sacrificed, then the instruction only requires a Free Act.
Epigram has the Quick Cast Talent of the College of Naming Incantations, so need not declare or Prepare a known counterspell. In the event that other spells are somehow learnt, then they must be declared, Prepared, and Cast in the immediately subsequent Pulse as normal.Spells Ranked lower than 6 count against the MA of the person bearing the jewel.
Epigram has 12 Spell Points and when exhausted, cannot cast until sufficiently rested, recovering 1 point a day (at dawn).
The bound spirit's magic may not be Ranked, although True Names may be. These are advanced on separate training tracks by Epigram's bearer.

Adventure Season Plane of Origin Aura GM
Network of Sin Winter 814 Tanuel Formerly living px50 Jim Arona 021 076 9376

Flash

Flash is a red-winged blackbird. He is beautiful and aware of it.

Natural Habitat
Woods, Plains
Description
Flash is a thrush-sized black bird with a flame coloured patch on his wings
Movement Rates
Flying: 900
PS: 3 MD: 16 AG: 16 MA: 8 EN: 3 FT: 6
WP: 14 PC: 18 PB: 14 TMR: 18 NA: Feathers absorb 1 DP
Weapons
Flash can attack only in Close Combat with his beak (BC 59%, D10-8 damage).

He weighs about 4 oz, and although a sentient entity, he does not count with respect to limits for dimensional or instantaneous travel, neither does he count against the number of creatures that can travel together in the Abyss or similar environments.
He speaks all of the languages of his companion but 1 Rank worse. He can read none of them but could be taught.
Any of his Primary Statistics (PS, MD, AG, MA, WP & EN) can be advanced 5 more points even if this would take it outside of the range of a normal creature of its type. Additionally, his FT can be advanced as high as 16. This costs the normal amount of Experience and each stat can only be advanced once an adventure or season, whichever is the least.

Flash
  • is immune to damage from fire from any source, and while he is within 1 hex of his companion, he is considered out of range any magic, including ones that take effect over an area or volume. This protection can be dropped at will, and requires no Action at all.
  • can store a number of Pyrotechnic spells equal to his base EN. These can be released, requiring a Cast Action from him (Cast Chance = companion's Cast Chance), costing 2 FT, and the range is Self. Flash loves this, being able to somewhat shape the display, and often creates a firework in a shape that glorifies his beauty.
  • acts as a container for a Bound Fire which has these properties. Producing a Bound Fire is a Pass Action.

He is a legal target for any spells that his companion knows which have a target of Self.
He is a Rank 3 Troubador, with Singing (3), so behaves as if he were Rank 6 when giving these performances.

Adventure Season Plane of Origin Aura GM
Network of Sin Winter 814 Tanuel Long living sentient px50 Jim Arona 021 076 9376

Lore

Rabbi Loewe's Golem

The operant, by means of this work, seeks to raise a soulless, shapeless mockery of life at the jeopardy of his hope for salvation. It is mete, therefore, that they meditate upon their mortal condition, and commune with those things which they hold belief in before they attempt this labour. They must fast and undergo physical and spiritual cleansing over a period of three days before they may begin the first operation.

Operation the First

Gather Substance without Form in Form without Substance to hold it. Small amounts are sufficient, indeed a surfeit may have an unseemly effect, for while this quantity determines the golem's base PS, MD, AG, FT and Amok.A cup will give PS 20, MD 20, AG 20, FT 20 and Amok 0. Two cups will increase these values by 10, three cups by another 5, halving the bonus (rounding up) each time.
Bloodroot Clay of at least 200 lbs is required, and this will create a golem of normal human size. Each doubling of the golem's size requires four times as much clay. Each doubling increases the PS of the golem by 5, and halves its MD (round down) which may not be reduced below 1.
This labour must be begun after nightfall on a Saturday. No work may be done on it after nightfall on a Friday. If the work is not complete by then, it must be started after nightfall on Saturday.
On the first day, the clay must be shaped into the likeness of a man, although no particular Skill is required, after which, the operant must consider the state of their soul and enumerate their sins, committing them to paper.
On the second day, the spittle of the operant must be sprinkled over the golem, after which, the operant must consider the state of their soul and enumerate their sins, committing them to paper.
On the third day, the urine of the operant must sprinkled over the golem, after which, the operant must consider the state of their soul and enumerate their sins, committing them to paper.
On the fourth day, the dung of the operant must be stirred into the golem after which, the operant must consider the state of their soul and enumerate their sins, committing them to paper.
On the fifth day, sufficient blood of the operant must be sprinkled over the golem that will reduce the Operant's EN by 7*, after which, the operant must consider the state of their soul and enumerate their sins, committing them to paper.
On the sixth day, the seed of the operant must be sprinkled over the golem , after which, the operant will pray that the next operation will not go poorly.
On the morning of Friday, if they have been successful, the operant will be faced with the task of decanting the Substance without Form upon the golem and then sealing the entire object with the Form without Substance. This will require that they Break 100 -> MD + Alchemy + Ranks in Purification. If this roll is made, then they survive.

* This EN loss may be bought back in the usual way.
Operation the Second

A holy work containing "aleph", "mem", "vav" and "tav" must be burnt, and the ash from these particular glyphs, only, must be removed and added to a paste of amaranth and the operant's own blood.
This labour must be begun after nightfall on a Saturday. The glyphs must be drawn on the forehead of the golem in that order, then a ritual Counterspell must be performed over the prepared form. After this, the operant may rest.
The next morning, the operant must rise at dawn and take up the first list of their sins, excoriate themselves until dusk, then Purify and perform a ritual Counterspell over the prepared form. Then they may rest.
The next morning, the operant must rise at dawn and take up the second list of their sins, excoriate themselves until dusk, then Purify and perform a ritual Counterspell over the prepared form. Then they may rest.
The next morning, the operant must rise at dawn and take up the third list of their sins, excoriate themselves until dusk, then Purify and perform a ritual Counterspell over the prepared form. Then they may rest.
The next morning, the operant must rise at dawn and take up the fourth list of their sins, excoriate themselves until dusk, then Purify and perform a ritual Counterspell over the prepared form. Then they may rest.
The next morning, the operant must rise at dawn and take up the fifth list of their sins, excoriate themselves until dusk, then Purify and perform a ritual Counterspell over the prepared form. Then they may rest.
On the last morning, the operant must rise at dawn, burn the lists of their sin, pour the fine ashes into the mouth of the prepared form and perform a ritual that Compels the will over the prepared form.

Operation the Third

Enough red jasper to fill a wine cup, ground to a fine powder, the eye of a crocodile, a bottle of midnight wine, 4 gills of cinnabar, a thimble of iron dust and enough black coal dust to fill a miser's purse. These materials will cost 15 truesilver guineas.
This labour must be begun at dawn of a Friday and must be complete by nightfall.
The jasper, crocodile eye, midnight wine and cinnabar should be mixed together and heated. The dust of iron and coal dust should be added and vigorously stirred. If no explosion ensues (Break 100 -> MD + PC + Alchemy, otherwise take 3 rollup D10 fire damage and roll twice on the Specific Grievious Injury table. The operation has failed.) allow the mixture to cool.At noon, begin a ritual Casting of Empathy, to terminate just before the sun sets. The Cast Chance is halved and rolled by the DM. If the spell is successful, the golem will animate after nightfall of the next Saturday, failure indicating the operation has failed and that perhaps the operant might consider a career in another field of endeavour.

The Golem

This creature is immune to magic that directly targets it, but may be affected by magic that changes the environment. So, while Whirlwind Vortex will have little effect upon it, Windstorm might inconvenience it. It will follow the instructions that it's creator gives it, but it is a simple creature and confuses easily. Simple, repetitive tasks or careening acts of violence are its main functions.
It has no will of its own, does not fear, Stun, age, suffer Specific Grievous Injuries or know disease. Neither is it sentient, although it can feel feel pain and distress. While it is not precisely repellant to look upon, most mortals recognise it's soulless nature and this will usually require a Fear Check. Most importantly, it cannot be slain. Indeed, it has no EN stat, although it has FT. In the place of EN, the golem has Amok. When its FT has been exhausted, it's Amok value increases to reflect exhaustion or damage. For every point of EN the golem would have taken, this is added to its Amok value which will increase its PS, MD and AG by a similar amount. For every quarter of an hour while the golem has a non zero Amok level, the DM rolls percentiles. If the roll is less than 2 x the Amok level, the golem goes berserk and will attack anything in front of it until it has been reduced to rubble or a crimson smear. If the golem has gone Amok, then the Alchemist must Break 100 -> WP x 2 + Alchemy. If this is barely successful, the Alchemist gains control of the golem for the next 15 minutes. If the roll is greater than 100 + the Amok level of the golem, the Alchemist gains control of the golem for the next quarter of an hour and has halved the golem's Amok level.
It may flatten itself down to about a quarter of an inch thick to squeeze through cracks or under doors. It is considered to have the Unarmed Combat skill at half the Rank of the Alchemist who created it. Bear in mind that Amok level will change its Strike Chance and Damage Modifier. Its form is an indistinct humanoid form, it has no organs, if it's limbs should be amputated, it will grow them back within the Pulse in which it occurred.
The base stats are given below:

PS 20 MD 20 AG 20 MA None Amok 0 FT 20
WP None PC 20 PB 0 TMR 8 NA None
Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

What They Are Wearing in Hell This Season

Courtier/Courtesan Rank 8

This masterwork lets the practitioner disguise themselves as someone who has every right to be seen in Hell. It does not give them the ability to manifest any special abilities of denizens of the Seventh Plane, or even to appear as those who are manifestly inhuman. It will, however, let them pass as a mortal humanoid with business in these realms or a devil whose diabolical features are not particularly pronounced (i.e. no legs that bend backwards, tusks, cloven hooves or wings etc).
Neither will this disguise provide concealment versus magic that Locates/scrys etc.

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Gyro-stablised Dwarf Harness

Mechanician Rank 8
An Ethereal Flywheel is the primary component of this advanced mechanism. It is attached to a battleframe of heavy leather straps which go over their shoulders and cross their breast, a cincture around their waist connects to which another strap passing between their legs. These straps must be treated with Liquors of Increased Gravity, which will take 3 days.
While quiescent, the Ethereal Flywheel is a barely visible silver smear around the dwarf's waist. It quickly becomes unseeable, except to Second Sight or similar magic, as it acquires momentum (or Flywheel points).
To a limited degree, the Flywheel is an extremely efficient store of physical force, but is somewhat prone to the vagaries of daily tides. Any charge it contains is entirely lost at dawn, dusk, noon and midnight. Physical energy or force may be stored in the Flywheel to a maximum of Mechanician Rank x 2 by stressing the battleframe or thumping the dwarf. The Ethereal Flywheel converts the first Mechanician Rank / 2 (rounding fractions down) physical damage per Pulse that the dwarf receives into Flywheel points, thus avoiding harm, although the excess may be applied as normal.
When attached to the Gyro-Stabilised Dwarf Harness, the Ethereal Flywheel allows the dwarf to channel the direction of gravity while they are in motion and their feet are on or proximate to a surface. This costs 1 Flywheel point per hex so traveled.

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Ethereal Flywheel

Recursive Net of Strange Glass
Recursive Net of Strange Glass

Enough hydrargyrum to fill a wine cup is required, which will cost 100 tg. It must be seived carefully through a Dark Sphere, which will leaven it of its grosser properties, leaving but a faint, silvery smear hanging in the air. Unless this is bound in a Recursive Net of Strange Glass, this will fade away into another dimension. If it is successfully trapped therein, it will stabilise, and an attempt may be made to bind it to an artefact, requiring a Reaction roll + Rank in Mechanician. If 3 Charm points are used, this is automatic.

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Liquors of Increased Gravity

Midnight wine must be poured into a large cup of obsidian under the dark of the moon, which will become a legal target of the the Increased Gravity spell. The effect on the wine will endure until it is exposed to light or when the moon next appears in the sky, whichever comes first.

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Plans: Mechanical Gauntlet Winch

The Mechanician must create five brass gears as wide as the wearer's thumb and each finger. Two more gears, each as wide as the wearer's thumb is long must also be crafted but from bronze, steel or cold-forged iron. Steel alloyed with truesilver must be pulled into lengths of fine wire, which should be braided into delicate but strong cables. The metal for the gauntlet must be left in a bath of 4 cups of dwarf blood, 2 cups of naphtha and 1 cup of the distilled waters of a virgin. Black coal must be finely powdered into the bath after a day, and then the mass Sublimated which will burnish the metal and place it in a receptive state for tempering.
The hollowed out stock of a heavy crossbow must be slaved to a bracer, and adjoined to the gauntlet so that impetus may be transmitted thereto.

Mechanical Gauntlet Winch

This gauntlet for the left hand must be made from bronze, steel or cold-forged iron and weighs 3 lbs. It may be wielded as a Cestus, has a base Strike Chance of 50% and the Damage Modifier is +4. The launch assembly weighs another 10 lbs, comprised of the main parts of a heavy crossbow and 60 ft of silken line on a spool. The line costs 300 sp, has a breaking strain of 500lbs and is wound onto a cold iron spool.
The gauntlet may be fired at a target which it will attempt to grasp. If it successfully latches onto a projection (by Breaking 100 + 2 * MD + PC), then the winch will pull the wielder in, 1 Flywheel point per Hex drawn

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Plans: Gauntlet Bolter

The Mechanician must beat steel into a thin, flat ribbon 37 inches long and 1/2 an inch wide, winding it onto an armature. The ribbon must be heated just beyond the red of cherries, and then plunged into a bath of pitch oil which has been thinned with the gall of 17 hares. The ribbon must be kept moving in the oil for a Dwarven count of 43, and then withdrawn to be laid upon hematite stones.
Once it has cooled, the steel must be reheated until the second blue colour is achieved, and kept at this temperature for a Dwarven count of 61. It must be left to cool on stones of flint. This process takes 6 days and must be started on a Saturday, the materials costing 550 silver pennies.
This will form the spring of the device, and it will sit inside a circular case attached to the inside of the wearer's elbow. Five lengths of sinew from the groin of a white bear of the north, each at least 31 inches in length must attach the mainspring to the wearer's shoulder, and from the elbow to the gauntlet itself, thus to form the arming movement of the device. These sinews will cost 53 gold shillings each.
A magazine of bronze will lie upon the wearer's forearm and will act as a vambrace, the efficiency of which will be determined by the Skill of the Mechanician. 1 bullet (+1 bullet per Rank) may be stored in the magazine. This will take 3 days and must be begun on the stroke of midnight of an equinox. The materials will cost 250 silver pennies.
A slider extends from the wrist to the elbow armature, and when properly deployed, will wind somewhat around the forearm. A cup may be drawn back along these tracks by means of a claw carved from the horn of a narwhal which will put tension on the mainspring. Two bronze stanchions the width of a Dwarven thumb and as tall as six silver pennies must be built into the gauntlet on the point of the first and third knuckle, and bear sinew laid down the track to the elbow armature. When armed, the projectile will travel down the track, acquiring a twisting movement that the projectile will recollect once it has been launched increasing its accuracy thereby. Once loosed, the next available bullet falls into place and is drawn by the power of the mainspring assembly. This process will take 7 days, but no work may be done on a Sunday, so a day of rest is enforced. The cost of the materials is 300 gold shillings.

Gauntlet Bolter

This gauntlet for the right hand weighs 3 lbs. It may be wielded as a Cestus, has a base Strike Chance of 50% and the Damage Modifier is +4. The launch assembly weighs another 7 lbs.
Once the gauntlet has been armed, it may be fired a number of times per Pulse equal to 1 per 2 full Ranks in Dart. The base Strike Chance is 53%, and it inflicts D10 + 2 damage directly to EN on a successful strike. A possible Specific Grievous Injury is also rolled at the time, and if the result is an A or C Class injury, it is applied as well. If the wielder rolls in the range of a blow directly to EN, damage is increased by 5. If the roll is in the range of a Possible Specific Grievious Injury, damage is increased by 5 and two Possible Specific Grievous Injuries are rolled for, applying both if they are A or C Class.
Protection from armour does not apply, although EN armour and Damage Reduction does.

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Tari's Pact

Tari has been accepted as an agent by Kementári, the elven Vala of the wild, beasts, living things and the circle of life. Valar are, in turn, the agents of Eru, and the voices of all of the Valar, maiar, elves and the other creatures of the world (except orcs etc) give rise to His song, which is the world.
Kementári is associated with the human Goddess, Chantris, who is a patroness of agriculture, growing things, fertility and the circle of life.
In Tari, Kementári sees a spirit warlike in time of war, pacific in time of peace, attuned to beasts, plants and the earth.
She expects Tari to widen her perspective and see the rest of nature not only from the perspective of an elf and an Earth mage but also of the beasts, plants and other natural wonders of the Worldsong. Her tasks include:

  • preserving wild environments where this does not bring discord to the Worldsong.
  • balancing the needs of the wild against the needs of mortals where this does not bring discord to the Worldsong
  • building a sanctuary against the need to resow the wild
  • surrendering to death gracefully those things which may pass on to other realms.

Kementári does not attend directly to her agents, although, with time, she may allow them to learn the Ritual Commune with Nature, when their Rank in the Nature's Guardian Talent is Rank 12 or higher.

Commune with Nature

Exp.Mult.: 200
Cast Time: 30 minutes
Cast Actions: Meditative trance
Base Chance: 30%
Effects:The agent must be in a wild environment, although not necessarily a forest for this to work.
If the Cast Check is successful, they may ask a question that a wild entity in the environment knows the answer to, e.g. where is the nearest source of water, is there sickness upon the land, etc.
Attempts to determine answers beyond the purview of the wild will likely fail. Nevertheless, an attempt may be made to contact Kementári or one of her maiar directly in the hope of gaining more direct insight. Each question beyond the first in a given season will reduce the agent's EN value by 1. Even then, no more than 1 question may be asked in this way (+1 per 2 Ranks). This EN loss may be bought back in the usual way.

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The Recipe of the Draught of Unwritable Thoughts

Rank 6 Herbalism

This is the recipe for a Herbalist draught that defends the imbiber's thoughts from being read or written.
The pollen from the stamens of 9 black lilies (very rare) must be collected under the light of the Full Moon. Sufficient malachite to fill a wine cup (costing 20 gs) must be ground to a fine meal, which will take 8 hours of careful work, then dressed in the finest virgin olive oil (costing 20 sp). On a Monday before dawn, the pollen of black lilies should be added thereto. The root of a green and unripe mandrake (rare), which can only be drawn safely on a night when no stars can be seen, should be collected and macerated in a wine of pansies (costing 20 sp). Any attempt to draw a green mandrake when there is even one star in the night sky will require a living sentient to Break 100 + EN + Herbalist Rank or die instantly. This will cause the operation to fail.
The ink of a Calamar should be harvested, and steeped for five days in the worm-like spaces of its brain, who may have cause to resent this, and may therefore charge a premium for the service. Haggling is not allowed.
After this time, the ink may be decanted from the brain and into the liquor of mandrake and pansies, which will cause the root to blacken and dissolve. This should be filtered twice at a heat of the temperature of human blood, the fluid becoming becoming reactive so that black and green fumes are given off. The odour is pernicious, and a Herbalist must Break 100 + 2 x MD + Herbalist Rank to avoid succumbing to the fumes and losing consciousness. This will cause the operation to fail.
The draught will be ready after it has been left to settle in a dark and cool place for three days, and if all steps have been successfully completed, is entirely safe to drink.

Draught of Unwritable Thoughts

This draught is contained in robust vessel that weighs 4 oz. It must be Prepared before it can be taken.
The effects of the draught last for an hour per Rank in Herbalism, and over that period, the imbiber's thoughts may not be read or written by any magic or the Book of Dantalion. It has no effect on the working of ESP, Mind Speech or Empathy, however.

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Copper Scroll: Of Discipline & Mental Fortitude

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

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Special Abilities

Pale Dwarf Psionics

Pale Dwarves are a race of Earth Dwellers inimical to almost any other kind of human-like people. They are resilient, cunning and ruthless, rarely cavilling at the vilest inhumanity. Claims of cannibalism have never been denied.
As their name suggests, they are pale grey of skin and hair but amber of eye, and are claimed to possess psionic abilities that let them reduce their size, change the temperature of metals and know something of the minds of others (similar to ESP).

Pale Dwarf Reduction

Range: Self
Duration: (WP + EN + Rank) / 2 minutes
Base Chance: Break 100 -> base WP + base EN + 2 / Rank
Experience Multiple: 175
Storage: Potion
Effects: The Dwarf may reduce their size, which affects their EN & PS value, mass, TMR / Movement Rate and Damage. Consult the table below to determine what fraction height and mass are multiplied by and what impact that has on other stats:

Ft cost Ht Wt
2 1/2 1/4
4 1/4 1/8
8 1/8 1/16
16 1/16 1/32
32 1/32 1/64
etc...

EN, PS, Damage and movement are multiplied by the Ht Fraction, as well. Although this applies to effects which provide bonuses to these stats, Stun Factor (alone) is unaffected.
Defense is increased by 5 for each halving of height, until height is less than 6 inches, at which point FT blows become Misses, Strikes directly to EN become FT blows and Possible Specific Grievous Injuries are considered Strikes directly to EN.
Stealth is increased by 10 per halving of size, and the bonus from each Rank in the Adventuring Skill is increased by 1. So, an entity Reduced to half their size whose Rank in Stealth is 5 would have their Stealth bonus increase from 25 to 40. If they had been quartered in size, their Stealth bonus would be 55. While this does not, in and of itself, allow the use of Stealth in plain sight, at heights of less than 6 inches, most environments provide convenient cover.
A Reduced entity can make a vertical or horizontal leap equal to their base PS divided by 2 feet if height is halved. If height is quartered, they can leap their base PS feet horizontally or vertically. Because of diminishing returns, this is the maximum leap that the entity can make. This movement does not count as TMR.
Although it does not count as College Magic and is not affected by contact with cold iron, it is advanced as a Talent.

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Second Sight

Range: Self
Experience Multiple: 175
Storage: Potion
Effects: Because he has fallen into a polydimensional space by creating a Portal upon a sea of Chaos which changed the colour of one of his eyes, or perhaps because of the triskelion-shaped scar in the centre of his forehead, Father Broc has the ability to detect spatial anomalies and dimensional flaws. 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 he can tell that such a feature exists. Generally speaking, the workings of the Talent only work over a distance of 50 ft (+10 ft per Rank) but unusually large anomalies might be evident to him even on the horizon.
Spatial anomalies are things like Deep 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.

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Detect Fumes Mebh v 1.1

Mebh's Detect Fumes has been altered so that in addition to its other abilities, she may become aware of the presence of holy or unholy entities. This will not reveal the presence of those who are pacted, however.
To Detect such entities, she must Break 100 -> MA + PC + 2 x Rank of this Talent - the Rank of any Disguise or Concealment magic.
Entities of the Seventh Plane will reek of brimstone amongst other elements
Entities of the Abyss will smell of pitch amongst other elements
Undead smell of various kinds of rot
Angelic entities smell of lavender, violets or similar floral scents

Adventure Season Plane of Origin GM
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Necrogeny

Range: Self
Experience Multiple: 150
Base Chance: Automatic
Effects: This character has become somewhat resistant to:

  • Fear Effects - They gain a 5% (+3 / Rank) bonus to any Willpower check to resist fear effects, caused by lesser Undead, hideous sights, etc. This Talent does not aid in resisting magical fear (e.g. Spell of Fear, Mass Fear Spell).
  • Infection - They reduces their chance of becoming infected by 5% (+ 1 / Rank).
  • Undead Draining - Damage done to the Adept due to the touch of a Greater Undead is reduced by 1 (+ 1 per 4 or fraction Ranks).
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Flamis' Mana Drain

Flamis may draw mana from a source of fire that she is in contact with and use it like FT to power her magic.
A small campfire may be drained of no more than 5 mana, a large campfire no more than 10 mana and a bonfire will provide no more than 15 mana.
Although several fire sources may be drained in this way, she is limited to no more than 15 mana in a single day, dawn to dawn.
The effects of this ability on drained fire sources is, largely, up to the DM. However, at the very least, a fire source that is drained of all its mana will not be flammable until dawn of the next day.

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Mordrin's Regeneration

Exp. Mult.: 350
Effects: This Racial Talent allows Mordrin to restore herself as if she practised the Healer profession at Rank 10. The number of Ranks she may apply to herself in any given day is equal to her Rank in this Talent to a maximum of 10. This does not cost any FT, requires no Action but takes as much time as if she were a Rank 10 Healer. She may not, however, Transfer Fatigue, Preserve the Dead, Resurrect, nor may she Regenerate Vital Organs when they are her heart or brain. Indeed, she may not use this Talent at all if she is dead, although it will work if she is unconscious.

Example
Mordrin has the Talent at Rank 10, has taken 17 points of EN damage, had a hand amputated and is suffering from a bleeder. The bleeder requires Rank 1 Healer to cure, reattaching the hand requires Rank 7, the lost EN will require Rank 3, so Mordrin cannot cure the EN loss until the next day.

Beyond this, the Talent gives her increased resilience against Death. The amount of EN loss needed to kill her is increased by its Rank.

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Racial Talent of Resist Pain

Experience Multiple: 300
Effects: This character has learnt a racial Talent from the Prince of Demons that makes them somewhat resistant to pain. They may add 1 for every 2 Ranks they have in this Talent to the amount of damage needed to stun them. At Rank 20, damage greater than 1/3rd their EN does not, by itself, Stun them.
They cannot easily be tortured or stunned by physical means. In addition, if there is a chance that their concentration has been broken, 5 + 1 per Rank is always added to their chance to make the Concentration Check. No matter what the circumstances they will always have a chance of maintaining concentration.

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Caster's Grace

Spell Preparation can be combined with a Pass Action or a Move. Spell Preparation must immediately precede a Cast Action.

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Kilroy's Shapechange

Range: Self
Duration: 10 mins + 10 / rank
Exp. Mult.: 300
Base Chance: 15%
Resist: None
Storage:None
Target: Self
Effects: The Adept can transform themselves into any common animal (includes aquatics and avians), gaining their physical stats (PS, MD, AG, EN & PB) and characteristics. The creature however keeps the Adepts mental statistics and health (MA, WP, FT & PC). All possessions are transformed along with the Adept. Transformations take a full pulse to happen. The Adept may drop the spell and will transform back the following pulse.
At Rank 10 the Adept can transform into a two hex creature and at Rank 20 can transform into a three hex creature.
At Rank 10 the Adept may transform between their animal and original form without terminating the spell. At Rank 20 the Adept may alter their animal form at will, changing shape the following pulse.

The base chance can be modified as follows
+10% for knowing the creature's runic name (ie GTN).

As a result of drawing from a Deck of Many Things, Kilroy can use his Gaseous Form spell while Shapechanged.

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Carta Arcana-The Key

This image is painted on a slim plaque of marble and weighs 4 oz. The card becomes effective if the owner frees someone who is unfairly bound, imprisoned or in chains or if they bind, imprision or chain someone who should be. They must Break 100 + 2 x WP, and if they succeed, they may choose Turnkey or Lock, the choice being irreversible. The card itself will only hold one of these effects at any given time.

Turnkey The card may be used to open a lock, portal (window or door), or Maze spell, so that any one may enter or leave without hindrance. It may also be used to set a Runelock on a closable object, equal in Rank to the amount of FT the wielder spends at the time. The card can hold multiple Turnkeys.
Lock The card may be played to create 1 Lock. Only 1 Lock may be kept on the trump, so far.

If the holder of the card should be targeted by Death Curse magic, they will not be affected, instead reducing the number of Lock by 1.

Provenance
Updated from "The Middle Way", Spring 812, DM: Jim Arona 021 076 9376
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? DM
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Kilroy's Counterspells

Kilroy can Rank his counterspells. Once their Rank is greater than 6, they no longer count against his MA.

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Aryan's Blademastery

Aryan may advance his Rank in Broadsword to Rank 10 according to the schedule below:

Rank Experience Training time
7 2200 14 weeks
8 3700 16 weeks
9 5900 18 weeks
10 9600 20 weeks
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Contingency Trollskin

Tari may, by means of Ritual Spell Preparation, cast Trollskin upon herself which will be inactive until a Triggering condition has been met. When it has been met, the spell will immediately take effect. Trollskin will remain latent for Rank hours. If it has not been used by this time, the spell merely fades.
Common Triggering conditions are:

  • at the point of death
  • when EN falls below 4
  • when I yell out "Now, now, now!"
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Kementári's Gift

Nature's Guardian
Exp. Mult.: 1000
Effects: This Talent has been given to Tari so that she may champion Kementári's cause to protect the wild and nature. While she does not wear metal armour, she gains these Abilities according to this schedule as her Rank increases:

Nature's Guardian: Colleges Known Spells per day
Rank Ability GK SK GK SK
0 Nature Sense, Wild Empathy 1 0 1 0
1 Woodland Stride 1 0 1 0
2 Trackless Step 1 0 1 0
3 Resist Nature's Lure 1 0 1 0
4 Wild Shape 1/day 1 0 2 0
5 Wild Shape 2/day 2 0 2 1
6 Wild Shape 3/day 2 1 2 1
7 Wild Shape (Large beast) 2 1 2 1
8 Resist Poison 2 1 3 1
9 Wild Shape 4/day 2 1 3 1
10 Wild Shape (Small beast) 3 1 3 2
11 Wild Shape (Plant) 3 1 3 2
12 Face Dancing 3 1 4 2
13 Tree Door 1/day 3 2 4 2
14 Wild Shape (2 Hex beast) 3 2 4 2
15 Wild Shape 5/day 3 2 4 3
16 Tree Door 2/day 4 2 5 3
17 Wild Shape (Fae/Enchanted beast) 4 2 5 3
18 Wild Shape 6/day 4 2 5 3
19 Tree Door 3/day 4 2 5 3
20 Wild Shape (3 Hex beast) 4 3 6 4
Nature Sense
The Rank of this Talent is subtracted from the die roll result when making Ranger checks.
Wild Empathy
Either the Rank of this Talent is subtracted from the die roll result when making Beast Master checks or it is added to the Reaction Result of the attitude of beasts towards her. It does not having any effect at all against sentient entities.
Woodland Stride
Tari is not impeded by natural ground clutter and may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. This does not work against thorns, briars, and overgrown areas that have been magically manipulated to hinder movement.
Trackless Step
Tari leaves no trail in natural surroundings and cannot be tracked although she may choose to leave a trail if she so desires.
Resist Fae
Tari subtracts the Rank of this Talent from the die roll result when attempting to Resist the magic of fae creatures.
Wild Shape
Tari may assume the shape of a creature they know. She acquires minimum PS, MD, AG & EN and other characteristics of the creature, adding 1 for every 4 Ranks in the Talent. However, she retains her own MA, WP, PC and FT. The size of the beast can be as small as a house cat or as large as a black bear. When the Talent is Ranked to 7, she can choose a creature as large as a horse or a grizzly bear. At Rank 10, she can choose a creature as small as a mouse. Similarly, she can learn to take the shape of a plant at Rank 11.
Tari is entitled to learn 1 beast per Rank, 2 Hex and fae/enchanted beasts requiring two slots, 3 Hex beasts requiring three. These costs are cumulative, so a 3 Hex enchanted beast would cost five slots.
Upon ending a Wild Shape, either by returning to her original form or by changing to another, Tari may instantaneously Heal herself of D10 + Healer Rank -3 Endurance damage.
Resist Poison
Tari subtracts the Rank of this Talent from the die roll result whenever she attempts to Resist Poison.
Face Dancing
Tari may alter her body and features to change her appearance. She may add or subtract 1 to her size for every 10 Ranks, and may not be Located unless the spell is greater than the Rank of this Talent.
Tree Door
Tari may enter a tree and pass to another tree that is within sight and range or which is within range and that she has memorised (which requires 1,000 Experience). Range is Rank x Rank miles.
Colleges Known
Tari may learn the magic of other elemental,celestial and Wicca colleges but not the College of Earth Magics. The cost to learn the magic is equal to 10 x the Experience Multiple and takes the normal amount of time to learn. If she wishes to be able to use this magic more than once a day she must learn it again, which doubles both the time to learn it and the Experience cost.
The number in the GK column indicates how many colleges of which she may learn the General Knowledge magic, the number in the SK column indicates how many colleges of which she may learn the Special Knowledge magic.
She may only learn the Special body of knowledge if she has learnt its General Knowledge. Once she have acquired its Special Knowledge, she need not retain the associated General Knowledge. However, unless the college's General Knowledge sphere is known, this magic is treated as if it were Special Knowledge.
Once chosen, the Special Knowledge of a college may not be abandoned except by extraordinary means. The General Knowledge of a college may be abandoned on the Solstice or Equinox of a season, however. Such abandonment does not mean Tari has lost the knowledge of that magic, although she may lose access to it.
Spells per day
The number and type of magic she can use in a day is defined by the number of GK or SK magic at that Rank. Rank 17 allows Tari to use 5 General Knowledge and 3 Special Knowledge magics that day. These must be chosen by the Adept at sunrise and remain until changed or used. Talents and Spells require one slot, Rituals require two.
General Knowledge magic where Tari has abandoned that body of knowledge is treated as a Special Knowledge magic, and so using it counts against the number of Special Knowledge magic that she knows a day.
Example
Tari has advanced the Talent to Rank 13. She can learn the General Knowledge magic of Solar, Water and Fire colleges and the Special Knowledge of Air and Water colleges. From Air, she knows Vapour Breathing & Flying, From Water, she knows Water Breathing, Create Fog & Waters of Vision, from the Solar college she knows Resist Light. She had learnt Vapour Breathing (costing 1,500 Experience and taking 3 weeks to learn) when she knew the General Knowledge of the Air college, but has since abandoned Air General Knowledge. She has only just started working on Fire magic, so has not learnt anything from that college yet.
She wants to hang Vapour Breathing today so she must use up a Special Knowledge slot (of which she only has two) because she doesn't have any General Knowledge slots available for Air college. Now, she can hang Flying or Waters of Vision in the other Special Knowledge slot, but not both. She can hang Water Breathing, Create Fog and Resist Light because she knows these General Knowledge magics. She cannot hang another Water Breathing spells, however, because she has only learnt the spell once.
Adventure Season Plane of Origin GM
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Whirlwind Vortex - Whirlwind Attack

Name: Whirlwind Attack
Spell: Whirlwind Vortex
Range: Self
Duration: 20 minutes + 20 minutes / Rank
Resist: May not be resisted
Target: Self
Effects: For the duration of this spell, the Adept may use a Free Act and for the duration of the next Pulse transform themselves into a tornado of whirling blades and death. Their AG is increased by the Rank of the spell, and they may deliver an attack with any weapon with a curved blade in each hand against any opponent that they pass adjacent to. They may move in and out of melee zones without having to take Withdrawal Actions, and they attract no penalties for making a Charge Attack. In fact, they may move their entire TMR without penalty or bonus.
Cost: 3500
Constraints: Unracks the spell, reduces FT value by 3.

Adventure Season Plane of Origin GM
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Single Target Fire College Spell - Flame Blossoms

Must be an attack spell
Name: Flame Blossoms
Spell: Special
Range: 25 ft + 25 ft / Rank
Duration: Special
Resist: May not be resisted
Target: Entity
Effects: This incantation causes the spell to jump to the nearest person within 10 feet on each hex side of the target. This affect will last for Rank / 5 Pulses, and although a target may not be subject to the spell more than once, new targets are valid for the duration. source.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Mind Shield - Unwritable Thoughts

Name: Unwritable Thoughts
Spell: Mind Shield
Range: Self
Duration: 1 hour + 2 / Rank
Resist: May not be resisted
Target: Self
Effects: The Adept cloaks their own mind so that their thoughts cannot be detected, "read" or "written" e.g. by Telepathy, any other mind reading magic or Dantalion's book. The spell does not block ESP or Empathy. The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Cleansing Flame - Dispel Denizen

Name: Dispel Denizen
Spell: Cleansing Flame
Range: Touch
Duration: Special
Resist: Passive
Effects: This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.
Exception: The incantation cannot dissipate curses, etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Scarring Terrain - Forestal Blight

Name: Forestal Blight
Spell: Scarring Terrain
Range: 50 feet (+ 25 feet / Rank)
Duration: 1 hour per Rank (minimum 1)
Resist: Passive
Effects: This incantation allows the Adept to target all sentient plant creatures within range with a wasting illness that will cause them to wither and possibly even die unless they successfully Resist the spell. Those afflicted reduce the value of their EN by the Rank of this spell at the end of each hour of its duration.
This is a minor curse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Necrosis - Soul Wrack

Name: Necrosis
Spell: Soul Wrack
Range: 15 feet (+ 15 feet / Rank)
Duration: Immediate
Resist: Active & Passive
Effects: This incantation allows the Adept to inflict damage on any creature with a soul, regardless of their corporeality etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

Wraithcloak - Ethereal Form

Name: Wraithcloak
Spell: Ethereal Form
Range: Self
Duration: 1 Pulse per 2 Ranks
Resist: None
Effects: This incantation allows the Adept to become insubstantial, and which will allow them to pass through physical obstructions. Magical barriers are only passable if a successful Magic Resistance is allowed, and an obstacle laced with even quite small amounts of iron may never be penetrated. Passing through solid objects reduces the Adept's TMR to a maximum of 3. In this state, fire, heat or cold inflict double damage.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376

The Shelter of His Wings

Mebh has a pair of wings that only manifest when she she wills it or she is uttering either of the Charms below.
The wings are iridescently blue, each marked with an eye similar to those in a peacock's tails. The wingpits are powder blue, the primary and secondary feathers scarlet from below.
They are the wings of one who goes to his doom in the face of corrupted Order, surrendered that he may be remembered beyond his sacrifice.
Each of these Charms may be used once, resetting on the first day of the next season.

Pureheart Charm

This phrase must uttered three times in combat, requiring a Free Act. Although not necessarily uttered in consecutive Pulses, if the Charm is not spoken for the third time within a minute of the first, the process must be restarted.
Mebh must speak the phrase in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
"My strength is as the strength of ten because my heart is pure!"
It will not work for anyone whose heart could not be considered reasonably pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.

Justice Charm

This phrase must uttered three times in combat, requiring a Free Act. Although not necessarily uttered in consecutive Pulses, if the Charm is not spoken for the third time within a minute of the first, the process must be restarted.
Mebh must speak the phrase in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
"Let justice be done though Heaven falls!"
A number of thunderbolts fall from the sky equal in number to the utterer's base EN. No thunderbolt may be more distant than the utterer's Size Factor x 10 Hexes. Each thunderbolt inflicts 5 x the utterer's base WP Lightning damage (Spell Armour and Damage Reduction protect against this) upon everything in each of the target Hexes, unless they Break 100 + AG + WP. Everything within 5 Hexes must Break 100 + PS + AG or take 2 x utterer's base WP Thunder damage (Protection and Damage Reduction protect against this) and be thrown prone. Finally, they must Break 100 + PC + MD or be deafened for 4 Pulses.
No thunderbolt may fall within 10 Hexes of another.
Although a truly frightening display, the Charm does no direct harm to innocents (most children and animals) but adults, even the saintly, are not, similarly, immune.

Adventure Season Plane of Origin GM
Network of Sin Winter 814 Tanuel px50 Jim Arona 021 076 9376