Serendipity's Treasure

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Consumables

Rank 9 Suspension of Fire onto Water

Rank 9 Alchemy

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.

If the contents are poured onto
-the surface of about a pint of water, it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy and which will last for a minute.
-into the right eye so that any visual obscurement (mist, fog, dust or smoke), illusion or deception will be penetrated. This effect will last for a minute.
-into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a Pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Alchemy 8,000sp Jim Arona 021 076 9376

Cobalt Chaos Grenado

3 2 1

Rank 6 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.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was thrown 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 thrown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 hexes short of the target hex.

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 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 thrown 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 thrown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 hexes short of the target hex.

On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Blade Venom of the Spider

Applications
6 5 4
3 2 1

This phial is robust and contains six applications of blade venom. It takes a Pulse to prepare an application and weighs 4 oz.
This Rank 12 venom may be applied to an A or B class weapon and will last for an hour upon the blade before dissipating. If the weapon inflicts damage to EN before that time, the victim's primary statistics are reduced by 1 per minute until they are halved. At dawn the following day, they are entitled to Break 100: EN + WP. Note that their EN and WP will be halved along with their other statistics. If the roll fails, they reduce their EN by 1.
This continues each day until they recover, are cured or die.
If the victim is gathered while the venom is still in their body, and the blood from their heart poured out, then a special property may be extracted therefrom. On most occasions, this ichor will be congruent with some or all of their Aspect, either the Season Stars or Elemental parts, or entirely if Lunar, Solar, Death or Life Aspected.
Rich experiences of life increase these properties. A non-adventuring mortal would only have 1 such quality, a beginning adventurer about 3, a medium level adventurer as much as 15, a high level adventurer would return more, even, than this.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Formerly living Chaos 7,000sp px50 Jim Arona 021 076 9376

Ice Cube

This cube is about 2 ½ cms across and weighs 4 oz. It may be affixed to a surface, and the gauge will drop 1 per Pulse for 10 Pulses. The cold will spread to fill a volume of about 2 x 2 x 2 hexes, and the temperature will not drop below -30°C. The coldness will last until sunlight touches the volume affected or the cube is moved, which will destroy it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Ice 1,600sp px50 Jim Arona 021 076 9376

Luxury

If Serendipity plays this Trump and spends a week in sybaritic luxury (each day costing 1,000sp), any curse, disease, venom or other affliction will be relieved if she is still alive. The continuing effects of the affliction are not suspended, however. If she does not survive the week, then the Trump will have no effect.

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

Healing Potion

3 2 1

This potion is contained in a fragile container for quick use. It weighs 4oz.
When drunk, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Healing 600sp px50 Jim Arona 021 076 9376

Restoration Potion

2 1

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376

Contagious Anti-Venom Potion

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last until the Hour of the Wolf has passed. If the imbiber should be poisoned within that time, it will attempt to Neutralise it as if they were a Rank 15 Healer (but requiring no Action to do so). If the potion succeeds the imbiber is spared the effects of the poison.
Whether or not the potion works, the benefit is passed to the next sentient entity capable of learning the Healer Skill after the Neutralise Poison attempt is made. The effective Rank drops by 1 on each occasion it is so passed . It loses its virtue when Rank drops below 4 or the duration expires, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Transformation 6,000sp px50 Jim Arona 021 076 9376

Weapons

Sword of Sharpness

This sword weighs 2 lbs, and behaves as if it were a hand-and-a-half. Base Strike Chance is 70%, and Damage Modifier is +7.

Bladeskill
The wielder uses their greatest skill in either shortsword, falchion, scimitar, tulwar or hand-and-a-half.
Keenedge
If the wielder rolls 20% or less of their modified Strike Chance, then they will inflict a blow directly to EN, ignoring armour. If they roll 10% or less of their modified Strike Chance, they they may have inflicted a possible Specific Grievous Injury.
The virtue of the blade may be sacrificed to a shortsword, falchion, scimitar, tulwar or hand-and-a-half, then it will enhance that weapon's chance to deliver strikes directly to EN or Specific Grievous Injuries as indicated above. In this case, however, the enhanced weapon does not acquire the Bladeskill property.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Magical Blade Lore 12,500sp px50 Jim Arona 021 076 9376

The Souldark Staff

This staff is a light mace for a three hex humanoid. It weighs 10 lbs, and for anyone of size 5 or 6, it must be wielded (and Ranked), as if it were a quarterstaff. As a quarterstaff, it requires a minimum PS of 25 and MD of 16 to wield. Base Strike Chance is 75% and base Damage is 2 rollup D10 + 2.

  • Instead of increasing effective damage when the wielder advances to Ranks 4 and 8 in quarterstaff, damage is reduced by 1 at Rank 4 and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease or Hand of Death.
  • The wielder is always allowed to make a MR check, even for magic that doesn't normally allow one. They subtract their Rank in Quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01', then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided.
  • Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells Fear Blackfire Darkness
Insubstantial walls Light Telekinesis Bolt spells
Increased Gravity Fireball Windwhistle Web spells
  • The wielder releases the spells stored by using a Cast Action. They are not Triggered.
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder. This will not stack with any similar ability, however.
  • The staff contains the knowledge of, and is a focus for, the Dark Celestial spell, Dark Portals.
  • By Breaking 100 + PC, the wielder can determine that a summoning has taken place within a mile of them, or if they cross the path of a summonable within a day of its passing. If they are actively searching for traces, they may detect them by Breaking 100 + 3 x PC.
  • They can instantly tell whether or not a volume of darkness was caused by the spell of Conjuring Darkness of the College of Necromantic Incantations.
  • By casting a Wall of Darkness through the staff, the Adept may cast a Souldark Wall. Only one Souldark Wall can be conjured by the staff at a time. It is idenitical in every respect to the Adept's Wall of Darkness spell, except that the duration is permanent. The Adept is always considered to be at a distance of the maximum range of their General Knowledge Celestial Counterspell from the Souldark Wall, unless they are actually closer, and can therefore counterspell the wall, even if they are on different planes of existence (at the DM's discretion).
  • If the wielder should roll their Rank in quarterstaff or less when Resisting contact with a Dark Sphere, it will be destroyed.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Flame of Udunn 27,500sp px50 Jim Arona 021 076 9376

Armour

Serendipity's Dark Armour

Valaraukar Scale Mail (1 EN + 7 Darkness)
If the mail is worn over Serendipity's Dark Armour, it provides the following properties:
-2 AG, Weight Factor 6 and -5 Stealth. These values are inclusive of the ones provided by the Dark Armour.
7 Protection which, combined with 8 Damage Reduction from the Dark Armour means that it completely protects against a FT blow of 15 or less.
While wearing the Valaraukar Scale Mail, Serendipity is always considered to have resisted Disintegration, Dark Spheres and similar magic. The armour does not protect against Light Spheres.
If the Dark Armour is not worn beneath the Valaraukar Scale Mail, it will devour the wearer.
Dark Nymph Silk (1 EN + 1 Darkness)
If the silk is is worn beneath the Dark Armour, then it will morph into a formfitting catsuit of dark silk which has the following properties:
Weight Factor 1, +15 Stealth, inclusive of the Dark Armour's properties.
8 Protection and 8 Protection from spell damage. This will stack with the Burnt Sienna Dress (if worn over the catsuit) to 11 Protection and 8 Protection from spell damage.

The scale mail overwrites the effects of the catsuit and dress.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Formerly living Demon Binding 35,000sp px50 Jim Arona 021 076 9376

Jewellery

Hairpin of Deception

This hairpin is made from dark wood. When it is closely examined, it is revealed to be a carving of a woman wracked with torment. It weighs 4 oz.
When it is touched to the Souldark Staff, the weapon will take on the form of a matching hairpin, and this will take a Pulse. It may be drawn without requiring any kind of Action, if Serendipity can Break 100: 2 x MD + PC. Failing the roll means does not mean that the staff was not drawn, just that it required a Pass Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 House Tintagel Formerly living Deception Quest px50 Jim Arona 021 076 9376

Lesser Ring of Jackals

This ring encumbers as if it weighed 4 oz and must be worn on the ring finger of the left hand.
The bearer is always considered to be in a rear hex when attacking in melee, even if they are in front of their opponent. This will not work against an opponent without rear hexes, unless the bearer is actually in their rear hex.
The effect is purely magical, and does not mean that the bearer's opponent can't seem them.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Magical Ring lore Quest px50 Jim Arona 021 076 9376

Phylactery of Speed

This scroll has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Add 4 to TMR for the rest of the Pulse.
  2. Add 2 to TMR for the rest of the Pulse.
  3. Add 1 to TMR for the rest of the Pulse.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Power Word 12,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Spell Anchor: Darkness

This trinket is about 7 cms long and weighs 4 oz. It must be worn openly on the left forearm to be effective.
The trinket is a legal target for a Darkness spell which will become bound to it. This means that if the trinket is moved, the Darkness will follow it until the duration expires.
The volume of effect, however, is calculated differently. If the Rank of the Darkness is less than 10, then it will only cover the same hex as the trinket. If the Rank is greater than 10 but less than 20, it will cover a diameter of 15 feet centred on the trinket. If the Rank is 20 or greater, it will cover a diametre of 25 feet centred on the trinket.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Void Magical Meta-magic 8,000sp px50 Jim Arona 021 076 9376

Allies

Lore

Colopatiron, Spirit of the Nuctemeron

Serendipity may read the night sky, and find Colopatiron, an Astrological spirit of the 9th hour whose office is to set prisons open. The 9th hour can occur at any time during the night, and can substantially vary in length so attempting to capture it will take the entire evening. The chance to find it is PC + 6 x Rank in Astrology. If Serendipity does not have access to an observatory, then she must Break 100: PC + 3/Rank in Astrology to attempt to capture the spirit.
If successful, then she may utter the name of the spirit, 'Colopatiron', and one set of shackles, doors or locks will fall open. Once the service has been performed, Colopatiron will return to his hour in the heavens.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

Causub, Spirit of the Nuctemeron

Serendipity may read the night sky, and find Causub, an Astrological spirit of the 7th hour whose office is to charm serpents. The 9th hour can occur at any time during the night, and can substantially vary in length so attempting to capture it will take the entire evening. The chance to find it is PC + 6 x Rank in Astrology. If Serendipity does not have access to an observatory, then she must Break 100: PC + 3/Rank in Astrology to attempt to capture the spirit.
If successful, then she may utter the name of the spirit, 'Causub'. Any serpents within the sound of her voice (about 10 hexes) must roll under 3 x WP or become bound to her service until the next dusk, dawn, noon or midnight.
Once the service has been performed, Causub will return to his hour in the heavens.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

Reader of the Darkness Between Stars

After Serendipity has spent (60 - Rank) consecutive minutes observing a querent, she may spend 5 FT and attempt to find their 'Lucky Number'. If she is attempting this operation in an observatory, her chance is PC + 6 per Rank in Astrology. Otherwise, she must Break 100: PC + 3 x Rank in Astrology, to reflect the difficulty of performing the operation without the appropriate equipment.
If she is successful, and the querent is not Death-aspected, then percentile dice are rolled and the result recorded. If the querent should roll that number for any reason, then they may read it as a '01' or a '00' result at their choice. This will be their lucky number for 9 x Rank days.

Adventure Season Value GM
The Face of the Deep Summer 811 Quest px50 Jim Arona 021 076 9376

Abilities

Physical Integrity

Serendipity has traveled in realms where she has discovered giant-like monsters, and very large creatures who, if their PS exceeds their target's by 100, may tear limbs or heads off as an Action (Giant or giant-like creatures multiplied their PS by the number of hexes they occupied for these purposes).
In response to this, she has enhanced her musculo-skeletal structure so that her PS is doubled when determining whether or not she may have limbs or head torn off by them.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Enhancement Bone & Metal Quest px50 Jim Arona 021 076 9376

Karma Pool

Name Karma
 
 
 
 
 
 
 

Serendipity's relationships with people she has adventured with may be enhanced to assist them if they fail by using Karma. Current Karma is ______________. He may buy 6 more at a cost of 1 EN, which can be bought back in the usual way.
Once per adventure or season, whicshever is least, she may nominate an entity and spend Karma to reflect his relationship with them. No more than 3 may be spent on an entity per adventure, and in any case, the maximum she can raise the relationship to is 5.
Serendipity can allow such an entity a 're-roll' wshenever she is aware that they have failed percentile roll. It takes Serendipity no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If she has used his Free Act earlier in the Pulse, she can use a Pass Action if she has one available. Wshen all of the Karma has been exhausted, this ability may not be used any more.
Serendipity can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, she may gain as many as 5. Serendipity can petition as many times as she likes until the DM gets fed up, in which case no further attempts will succeed.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Abyss Karma Quest px50 Jim Arona 021 076 9376

Armoire in the Void

Serendipity may, as a Free Act, instantly don armour or clothing that she has prepared earlier.
Serendipity must reach into the Souldark Staff and open a special connection to the Void. This will appear as an armoire made of Form Without Substance. There is room inside the armoire to store one set of clothing or armour. Serendipity can summon any armour or clothing stored in the armoire by taking a Free Act. Another Free Act is required to Banish the armour or clothing back to the armoire.
Enough space for other sets of armour or clothing can be added by sacrificing 1 EN to it. This can be recovered in the usual way.

Adventure Season Plane of Origin Nature of Magic Value GM
The Face of the Deep Summer 811 Void Summoning Quest px50 Jim Arona 021 076 9376

Blackfire - Enhanced Damage

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

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

Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

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

Blackfire - The Black Rooks Castle

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Blackfire can only be cast at a single entity, and never does damage nor can it cause fear. However, if the target fails to resist, then the Adept may swap places with them.

Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

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

Blackfire - Black Lightning

Name: Disintegration
Spell: Blackfire
Effects: This incantation of Blackfire inflicts half damage on those that succeed on their MR, and any who have failed are treated as if they had been touched by a Dark Sphere. Any entity in the area of effect may Break 100 + 2 x AG or fall prone if they are in a state to care about such things.

Its effects on objects is devastating, the ravening arcs of the lightning tearing all non-metallic structures apart, leaving only ruin behind.

Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

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

Increased Gravity - Major Area of Effect

Name: Major Area of Effect
Spell: Increased Gravity
Effects: The spell has a large area of effect with a radius equal to the Rank of the spell in feet.

Cost: 1,000
Constraints: Unracks the spell, reduces FT value by two.
This incantation is not teachable.

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

Tendrils of Darkness

Range: 5 feet (+5/rank)
Duration: 15 seconds (+15/rank)
Experience Multiple: 500
BC: 25%
Target: Area
Effects: The Adept conjures forth tendrils of inky and obscuring darkness that billow out from them in all directions to a range of 5 feet (+5/rank), where they will blindly probe the area around them.

1 tendril will be created for every 4 Ranks with the spell, and these must be placed at the time the spell is cast. By exercising a Pass Action, the Adept may choose to travel the length of any of the tendrils to change their location.

This ability will not work if the adept is engaged in melee combat, they will have to exercise a withdrawal first.

The tendrils have the effect of reducing the light level within the filled space by 20% (+4/Rank)[to a minimum of 1%] and reducing the range of natural and racial night and infra-vision (but not Elven talent witchsight) by 5 feet per rank [to a minimum of 5 feet]. From Rank 10 magical vision will also be affected.

The darkness is magical and cannot provide casting bonuses although it may eliminate negatives.

Adventure The Face of the Deep
Season Summer 811
Nature Portal
College Dark
Value Quest
GM
Jim Arona 021 076 9376

Dark Portals

Dark Portals requires the Souldark Staff
Range: Touch
Duration: Special
Experience Multiple: 550
Base Chance: 10%
Resist: None
Storage: None
Target: Wall of Darkness
Effects: This spell is focused and may only be cast while the Adept holds the Souldark Staff. Dark Portals cannot be Ranked higher than the Adept's Wall of Darkness spell.
This spell is cast upon a Wall of Darkness, causing a portal to connect it to a previously cast Souldark Wall. The portal is about a metre wide by about 2 metres high, although it is somewhat elastic and large creatures can force their way through. Nevertheless, only one entity can pass through the portal per Pulse.
Passing through the portal happens during the Pulse, and reduces the traveler's FT to zero. This is lost to exhaustion and cannot be healed back. The distance between Walls of Darkness can be no greater than Rank² x 50 ft.

Adventure The Face of the Deep
Season Summer 811
Nature Portal
College Dark
Value Quest
GM
Jim Arona 021 076 9376

Walking Unseen - Unremarkable Appearance

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

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