War-Wolves of Londinium - Treasure

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Consumables

Other

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 px50 Jim Arona 021 076 9376

Grenadoes

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 px50 Jim Arona 021 076 9376


Charms

Herbs

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 px50 Jim Arona 021 076 9376


Herbal Draughts

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 px50 Jim Arona 021 076 9376

Remnants

Wyvern Blood x 6

This sturdy vial must be Prepared before it may be used. It weighs 4 oz and contains the heart blood of a wyvern.
It provides a bonus of 20 when used as a component in casting Rune Magic. If used as a component in casting Rune Magic that poisons, curses or afflicts, the bonus climbs to 30.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 800sp px50 Jim Arona 021 076 9376

Wyvern Venom Sac Alpha

This venom sac contains 5 doses of poison

Claustrophobia Venom x 2

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that makes them claustrophobic. If they enter a close and inhibiting environment (e.g. a house, canopied forest, etc) they must Break 100 -> 3 x WP to avoid rolling on the Fear Table. Entering a cave, sewer system or tunnel will require them to Break 100 -> 2 x WP or roll on the Fear Table twice at +20, and to enter a cupboard, chimney, dumb waiter or other place of imminent death will require them to Break 100 + WP or roll on the Fear Table three times + 40.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Heartbreaker Venom x 2

When injected, this venom afflicts a target who does not Break 100-> EN with a minor curse of MA 15 that halves their PS and EN over the course of 30 minutes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + EN, failure indicating that the MA of the curse has increased by 1 and their EN value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost EN value at a rate of 1 point every 3 days of rest.

Eyeworm Venom

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that fills their eyes with blindworms that writhe against the socket of their eyes and press against their brain. Whenever they consciously look at something, they must Break 100 -> WP or be forced to roll on the Fear Table as the worms create some terrifying vision of horror in place of reality. The victim can, however, end the effects of the curse, although not the curse itself, by plucking out their own eyes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 3,000sp px50 Jim Arona 021 076 9376

Wyvern Venom Sac Beta

This venom sac contains 5 doses of poison

Claustrophobia Venom x 2

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that makes them claustrophobic. If they enter a close and inhibiting environment (e.g. a house, canopied forest, etc) they must Break 100 -> 3 x WP to avoid rolling on the Fear Table. Entering a cave, sewer system or tunnel will require them to Break 100 -> 2 x WP or roll on the Fear Table twice at +20, and to enter a cupboard, chimney, dumb waiter or other place of imminent death will require them to Break 100 + WP or roll on the Fear Table three times + 40.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Heartbreaker Venom x 2

When injected, this venom afflicts a target who does not Break 100-> EN with a minor curse of MA 15 that halves their PS and EN over the course of 30 minutes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + EN, failure indicating that the MA of the curse has increased by 1 and their EN value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost EN value at a rate of 1 point every 3 days of rest.

Eyeworm Venom

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that fills their eyes with blindworms that writhe against the socket of their eyes and press against their brain. Whenever they consciously look at something, they must Break 100 -> WP or be forced to roll on the Fear Table as the worms create some terrifying vision of horror in place of reality. The victim can, however, end the effects of the curse, although not the curse itself, by plucking out their own eyes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 3,000sp px50 Jim Arona 021 076 9376

Wyvern Venom Sac Gamma

This venom sac contains 6 doses of poison

Claustrophobia Venom x 3

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that makes them claustrophobic. If they enter a close and inhibiting environment (e.g. a house, canopied forest, etc) they must Break 100 -> 3 x WP to avoid rolling on the Fear Table. Entering a cave, sewer system or tunnel will require them to Break 100 -> 2 x WP or roll on the Fear Table twice at +20, and to enter a cupboard, chimney, dumb waiter or other place of imminent death will require them to Break 100 + WP or roll on the Fear Table three times + 40.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Heartbreaker Venom x 2

When injected, this venom afflicts a target who does not Break 100-> EN with a minor curse of MA 15 that halves their PS and EN over the course of 30 minutes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + EN, failure indicating that the MA of the curse has increased by 1 and their EN value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost EN value at a rate of 1 point every 3 days of rest.

Eyeworm Venom

When injected, this venom afflicts a target who does not Break 100-> WP with a minor curse of MA 15 that fills their eyes with blindworms that writhe against the socket of their eyes and press against their brain. Whenever they consciously look at something, they must Break 100 -> WP or be forced to roll on the Fear Table as the worms create some terrifying vision of horror in place of reality. The victim can, however, end the effects of the curse, although not the curse itself, by plucking out their own eyes.
The venom is natural, but the MA of the curse increases by 1 for every 10 minutes the poison is not neutralised.
On the occasion of the next dawn and every dawn thereafter, the victim must Break 100 + WP, failure indicating that the MA of the curse has increased by 1 and their WP value has been reduced by 1. Success indicates that the curse has been broken. The victim will recover lost WP value at a rate of 1 point every 3 days of rest.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Venom 3,600sp px50 Jim Arona 021 076 9376

Heavy Wyvern Skin

This heavy, squamous leather may be made into scale mail that has a weight factor of 3, provides 10 points of Protection, 3 Damage Reduction to incoming damage (which does not apply to disease or spells like Putrid Wound, Disruption, Necrosis, Hand of Death, Torment and the like, but does apply against curse or poisons). The wearer gains a modifier of 10 which they may add or subtract from a roll vs poison to their benefit. It penalises AG by 2 but increases Stealth in any natural environment by 10.
There are 12 sizes of this leather.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Wyvern Quest px50 Jim Arona 021 076 9376

Eye of the Sea Hag x 2

These eyes have been preserved and contain 3 Death.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living Death 1,000sp px50 Jim Arona 021 076 9376

Heart of the Sea Hag

This heart has been preserved.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Long living sentient Sea Quest px50 Jim Arona 021 076 9376

Gorgons

Bronze Bull Ichor x 2

This pint of gorgon's ichor is elemental bronze in a fluid state. It weighs 20 lbs.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Automata Gorgon Quest px50 Jim Arona 021 076 9376

Horn of the Bronze Bull x 4

This horn of a bronze bull may be made into a magnificent drinking horn. It weighs 11 oz.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Automata Gorgon Quest px50 Jim Arona 021 076 9376

Potions

Lozenges of Healing x 18

This lozenge weighs 1 oz, dissolves in the mouth and heals 10 damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 A Certain Shore Magical Healing 1,200sp px50 Jim Arona 021 076 9376

Phial of Elemental Water x 8

This phial of Elemental Water is robust, and must be Prepared before it can be used. It weighs 4 oz.
The phial contains 4 points which may be used to either:

  1. pay the next 4 FT cost of the next Water magics Cast
  2. increase the Rank of the next Water Spells by 4 or the next 2 Water Spells by 2
  3. increase the duration of Bound Water last for six months per point used
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Magical Water 5,000sp px50 Jim Arona 021 076 9376

Scrolls

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 px50 Jim Arona 021 076 9376

Invested Items

Amulets

Agate Amulet

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
War-Wolves Autumn 816 Hell Formerly living Affliction 3,000sp px50 Jim Arona 021 076 9376

Gems

Gems

Gem Value Content Gem Value Content Gem Value Content Gem Value Content
Sapphire 6,000sp 4 Sky Ruby 6,000sp 4 Fire Black Pearl 3,084sp 5 Deep Pearl 1,060sp 2 Water
Malachite 1,200sp 2 Eye Lapis Lazuli 3,524sp 4 Imperium Smoky Quartz 8,275sp 8 Smoke Black Sapphire 5,000sp 3 Secret
Moss Agate 1,125sp 7 Green Hematite 500sp 3 Blood Chrysoprase 1,400sp 7 Apple Jet 1,100sp 3 Black

The gems below 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.

Actorios Intaglio

value: 4,500 sp
Once this gem has been used, it may be made into a prism that allows the user to bend darkness. Darkness can be bent to deflect it away from covering the user's entire hex, or deforming the volume of a darkness spell by 75 cubic feet.

These spells may be cast in two different ways, as below:

Sacrifice

Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:

  1. Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
  2. Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.

Sacrifice

Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:

  1. Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
  2. Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.

Opening the Gate

Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:

of the East
The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
of the West
If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.

Opening the Gate

Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:

of the East
The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
of the West
If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.

Working the Flesh

Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'

to Cure
The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
to Harm
The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.

Working the Flesh

Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'

to Cure
The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
to Harm
The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.
Two Abysmal Demons

Demons of the Abyss are not considered unholy and have no Generic True Name. They do, however, have Individual True Names.

Pissenlit

Pissenlit is a demon of the Abyss and can be invoked for one service per day. He has two abilities, only one of which may be chosen at a time:

  1. empower his master's touch so that the first person he successfully Strikes with it will suffer from an urgent call of nature, causing enough discomfort that they will act as if they were a victims of a Rank 10 Hex until they can relieve themselves. This is not Resistable.
  2. empowers his master in such a way that when they pass water onto stone or wood it will rot away to a noisome mess in 5 minutes. Other materials are not affected except as normal. The DM is encouraged to sensible doubt when a player swears they could paint the entire side of a barn with one glorious outpouring. Should the claims grow vexatious, demand proof.

Pissenlit has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who allows 4 drops of their heart blood to fall upon a dandelion every Tuesday at dusk. This inflicts 4 EN damage on the caster, which may be cured back in the normal way. If this rite is not performed, Pissenlit is allowed to resist the magic that binds him, (25% chance). If he succeeds, he will instantly vanish back to the Abyss.

Pankreass

Pankreass is a demon of the Abyss and can be invoked for one service per day. He has two abilities, only one of which may be chosen at a time:

  1. Immediately stops the bleeding and cures this Specific Grievous Injury in 4 Pulses:
14-18 Tsk, tsk. A wound of the solid viscera. Usually fatal. Take 3 Damage Points to Endurance immediately and 1 per pulse thereafter until the bleeding is stopped by a Healer of Rank 2 or above or you die. Add 30 to the chance of infection.
  1. Doubles the caster's base PS for 4 Pulses.

Pankreass has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who eats a cup of boiled barley on Saturday at noon. If this is not done, Pankreass is allowed to resist the magic that binds him, (25% chance). If he succeeds, he will instantly vanish back to the Abyss.

Miscellaneous

Weapons

Adder Blade

This short sword weighs 2 lbs, has a base Strike Chance of 55% and inflicts base Damage of 2 rollup D10 - 1.
This weapon allows the wielder to advance their Rank in Short Sword beyond the maximum by paying the sum of the previous two Ranks. Thus, to advance from Rank 6 to Rank 7 will take 14 weeks and cost 4,500 Experience, to advance from Rank 7 to Rank 8 will take 16 weeks and 7,500 Experience etc. This enhanced Rank will apply to other short swords unless specifically ruled out, affecting Strike Chance, Initiative Value and Damage , but not to Defence or the Parry calculation .
Warrior bonuses are not applied to or derived from this weapon, although bonuses from Assassin may be.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Malkuth Magical Coils 12,850sp px50 Jim Arona 021 076 9376

Raven Spear

This spear weighs 4 lbs, has a base Strike Chance of 60% and the base damage is D10 + 5. It inflicts A, B or C Class injuries. In the hands of a bold warrior it will do extra damage vs mages, illusionists, the unholy, demons and Foras. + 10 to Strike Chance and +D10 for each category that applies.
The runes etched into the blade read "Thought is the arrow of time".
It is a Spear of Odin whose name is Hugaldr the Black, and may assume the form of an enormous raven as a Pass Action:

Hugaldr the Black
Natural Habitat
Highlands, Plains, Waste
Description
He is a large black bird standing 4 foot high, with a 10 foot wingspan, he is of much greater size than any normal raven.
Comments
He can speak the Common tongue at Rank 6 and the language of the Aesir at Rank 8.
Abilities
Hugaldr may fly upside down for as long as a mile at a time.
He knows the Power Word Shift
He is always aware of Mungo's thoughts while he is within 100 feet of him.
Movement Rates
Flying: 880 yards per minute
PS: 12 MD: 20 AG: 19 MA: 11 EN: 12 FT: 23
WP: 23 PC: 17 PB: 10 TMR: 16 NA: Feathers absorb 2 DP
Weapons
Hugaldr may attack with beak or two claws without penalty.
Beak: BC 45%, [D + 3], Melee or Close, Rank 6.
Claw: BC 75%, [D], Close, Rank 4.

If Hugaldr the Black is in Close, Claws will strike first, followed by the Beak. A successful strike with a Claw subtracts 10 from the result of the Beak's Strike Check, two successful claw strikes subtract 20 from the result of the Beak's Strike Check. This is regardless of whether or not any damage was done with a Claw. If Hugaldr rolls 5% or less of his modified Strike Chance, 2 rolls are made on the table and applied if they are A Class injuries.
Finally, when Hugaldr the Black is in physical contact with Mungo Thirdson, Mungo may take a Pass action and swap places with Hugaldr the Humble:

Hugaldr the Humble

Hugaldr can only trade places with both Hugaldr the Black AND Mungo himself, although they are aware of everything that happens to each other.

PS: 18 MD: 19 AG: 22 MA: 16 EN: 23 FT: 23
WP: 23 PC: 17 PB: 11 TMR: 6 NA: Hard Leather absorbs 5 DP

He has a number of qualities in common with Mungo Thirdson, but notably he knows the Professional Skill Spy at Rank 0, and he knows these General Knowledge spells of the College of Sorceries of the Mind:

ESP
Hypnotism
Mind Shield

These are known at Rank 0.
His abilities may be advanced in the usual way, using Mungo's training tracks and Experience.
For the purposes of calculating Magic Resistance, he is considered a mage. When he learns all of the spells and rituals of the College of the Sorceries of the Mind, he will also learn the Talents.
Magic that has been cast on Mungo will also be cast on Hugaldr, and vice versa.
A separate character sheet is available on request to discerning enquirers.
Nothing can be discerned about Hugaldr the Black, say, by Locating, DAing or Divining Hugaldr the Humble or Mungo Thirdson, and this applies to the others as well.
FT & EN loss from Encumbrance, damage and so on carries across between Mungo Thirdson and Hugaldr the Humble. More to the point, if Hugaldr the Humble is taking 2 points of FT per hour from Encumbrance, and Mungo is taking 1, then they are all losing FT at 3 per hour.
Hugaldr the Black does not benefit from the Healing or Herbalist Skill unless such a practitioner is also a Beast Master specialising in birds. Magical healing applies, however but will not cure Specific Grievous Injuries.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The green Formerly living Thought Quest px50 Jim Arona 021 076 9376

The Strange Fork

This hafted weapon has a 5 foot shaft made from black cedar of Soryandum with a glass fork about 1 foot long and weighs 2 lbs. The internal curve of the fork is a parabola and is wickedly sharp. It is treated as if it were a glaive, except that it may inflict any A or C Class wounds but only odd numbered B Class injuries. The base Strike Chance of the fork is 61% and the base damage is 1 rollup D10 + 4.
Once a bonding cost of 1 EN has been paid, the fork has these functions:

  • The wielder increases their Defence by 2 (+2 per Rank in glaive). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 in glaive 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, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
  • The wielder subtracts their Rank in glaive from the die roll when making MR checks and if the modified result of the MR check is '01' or less, 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. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in glaive.
  • The counterspells of one extra college may be cast on the fork, to the benefit of the wielder.
  • The fork amplifies the effectiveness of
the Adhesion spell so that it affects 1 hex (+1 hex per Rank). These need not be contiguous.
the Bound Speech spell so that it may also be cast upon non-sentient entities, allowing them to speak in a language the wielder knows. Sentient entities simply speak in a language they know. The duration is 1 hour (+ 30 minutes per Rank).
Incantations

Disintegration - Annihilation Prism
Name: Annihilation Prism
Spell: Disintegration
Range: 30 feet (+5 feet per Rank)
Effects: This incantation may be cast in two ways, chosen by the Adept at the time of casting:

  1. A pale, greyish light emanates from the Adept's fingertips which travels to the extent of the spell's range, and is in the shape of an hexagonal prism 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the prism will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage.
  2. A black beam emanates from the Adept's fingertips which travels to the extent of the spell's range and is in the shape of an hexagonal prism 5 feet wide. The Adept may increase the width of the beam by 1 feet for every 2 Ranks. Anything in the prism may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.

Cost: 3,500 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
This incantation is not teachable.

Wall of Dust & Sand - Wall of Stone
Name: Wall of Stone
Spell: Wall of Dust & Sand
Effects: This incantation of the Wall of Dust & Sand spell creates a 10 foot high, 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The Adept increases any dimension by 1 foot per Rank but may not attempt to create a wall on top of an entity.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Durability - Shield
Name: Shield
Spell:Durability
Range: Touch
'Duration: 1 hour + 1 / Rank
Target: Entity
Effects: This incantation of the Durability spell will create a shield of protection around the target, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Power Words

When the spell of Bound Speech is cast upon it the fork acts as a phylactery for the following Power Words:

Poltergeist
Spell Shield

When the spell of Animating Objects is cast upon it the fork acts as a phylactery for the following Power Word:

Turn Blade

They are expressed by the fork but the FT cost and Free Act is spent by the wielder.

If the spell of Animating Objects is cast upon it, the
PS and MD requirements drop by its Rank.
Strike Chance of the weapon will improve by its Rank
wielder may pass the fork their Navigation skill and give them control of a current Instill Flight spell, making it durational.
  • Certain spells may be invested in the fork at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the fork, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells Animating Objects Gliding Darkness
Insubstantial walls Light Telekinesis Fireball
Damnum Magnatum Open Lock Air Blast Earth Tremor
  • The wielder releases the spells stored by using a Cast Action. They are not Triggered.

Weapon spells may be cast upon the fork but do not provide any benefit except that a Weapon of Flames spell will cause it to erupt into flames and do more damage to the undead and creatures of cold, a Spectral Weapon will allow it to strike insubstantial creatures, etc.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Formerly living Strange Quest px50 Jim Arona 021 076 9376

Trident of Fish Command

The haft of this trident is made from hardened pink coral, which narrows to a thinner, bronze shaft. The two outer blades curve sabre-like on either side of a somewhat recessed middle tine. The base Strike Chance is 53%, the base Damage is 1 rollup D10 + 4. It may be advanced beyond the normal maximum of 5, the Experience cost being 3,000 for Ranks 6, 7 and 8. These enhanced Ranks do not contribute to Warrior's ranking requirement, nor do these Ranks count with respect to weapon familiarity. It inflicts A and B Class injuries.
Otherwise, the trident:

  • halves the FT cost to cast Control Aquatic Life
  • allows the wielder to double the number of aquatic creatures they can control
  • allows the wielder to change the duration of the Control Aquatic Life spell to 10 minutes per Rank in this trident
  • halves the time it takes for Summoned Aquatic Creatures to arrive
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Formerly living Water 13,450sp px50 Jim Arona 021 076 9376

Net of Bound Sea

This pool of seawater weighs 2 lbs, occupies a volume of 1 1/2 pints and may be carried in a flask. While it is Bound, it may be poured onto the binder's body, whereupon it will spread over them, forming delicate, translucent links, settling over a shoulder down to their forearm after 3 Pass Actions. Hints of the sea may be observed in the links from time to time.
The net is treated as a shield, providing 4 points of Defence for each Rank (Rank 0 included). There is no MD penalty.
The net has a base Strike Chance of 43% and further enhanced by the wielder's Rank in Binding Water, but it's properties differ depending on the immersion of the target;

Immersed
the net inflicts 1 rollup D10 relentless constriction damage, meaning that whatever is rolled, the damage can never be less than the previous amount. If the previous damage rolled was 8, and a 1 is rolled, then the damage is 8. If the net inflicts 40 damage the Binding is broken and will dissociate into the water around it. If a Strike is successful, no subsequent check is needed. The net does not inflict Specific Grievous Injuries, although damage directly to EN may be applied. Subsequent damage, however, is then applied to FT, EN when FT is exhausted.
Above water
the net does not inflict damage, but any successful strike forces the target to make a 2 x AG check to keep their footing. If they do not succeed, they must spend 2 Pass Actions to exit the hex. The DM is encouraged to modify this by any circumstantial conditions they see fit.

The net will attempt to return to it's Binder at their mental summons, moving at a TMR of 4, unless it has been disassociated. It may be distinguished from the surrounding water by successful use of the Dowsing Talent if it has been dissociated, however.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Tanuel Magical Water 15,750sp px50 Jim Arona 021 076 9376

Loyal Buckler

This buckler weighs 2 lbs, and bears a sign of a raised gauntlet gules on it. It is animated to some degree, and very loyal, so, once it is used to its owner (which will take a month), it will shift its weight to give added defensive benefit. It provides 3 Def for each Rank and improves MD by 1. The wielder's Def is increased against ranged attacks by an extra 2 Def for each Rank.
Once per Pulse, if the wielder has been struck by missile weapon (a rock, dart, arrow or the like) which weighs less than 2 lbs, then if the wielder Breaks 100 + 2 x MD then the gauntlet has come to life and grabbed it before any harm could be inflicted.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Magical Animation 3,084sp px50 Jim Arona 021 076 9376

Shield of Phased Steel

This knight's shield is made from steel which has been accidentally dimensionally stressed so that some of its properties align along functional attitudes. A bonding cost of 1 EN is required for it to be effective. It weighs 5 lbs, provides 5 points of Def for each Rank in shield, and penalises MD by 2.
It need not be carried, since it will follow the one it is bonded to in its own strange perspective of reality. However, when it is Prepared, it does encumber and counts as cold iron. Any attempt to use any magic which is not Racial in nature will automatically fail. On the other hand, they ignore the first 3 points of magical damage per Pulse and their Magic Resistance is increased by 2. Both values increase by 1 for each Rank in Shield.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Magical Animation 13,920sp px50 Jim Arona 021 076 9376

Wyvern Sting x 3

This wyvern's sting can be made into a tulwar that weighs 2 lbs, has a base Strike Chance of 50% and base Damage of 2 rollup D10. There is no chance of breaking this weapon by over-strengthing it unless the wielder's PS is 60 or greater.
When rolling dice for this weapon, a "9" is read as a "0".
It has a long memory and a bitter disposition.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 The Green Formerly living - 13,920sp px50 Jim Arona 021 076 9376

Dark Tulwar x 5

This tulwar is black, blade, quillons and hilt. It weighs 2 lbs, has a base Strike Chance of 50% and base Damage of 2 rollup D10. There is no chance of breaking this weapon by over-strengthing it unless the wielder's PS is 50 or greater.
A spell of Dark Sword may be invested in the large black gem in the pommel at half the cost, each charge triggering when the weapon is drawn.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Magical Dark Magic 11,150sp px50 Jim Arona 021 076 9376

Endurant Rod

This light mace requires 11 PS to wield and weighs 2lbs. It has a base Strike Chance of 67% and inflicts 2 rollup D10 damage.
The rod may be used to increase the Rank of a spell in terms of duration alone, by the wielder's Rank in this weapon. This requires no Action at all, although it may only be combined with a Cast Action. It may only be used once a day if Rank 1 or 2, twice a day if the Rank is 3 or 4, and three times a day if Rank 5 or higher. This resets at dawn.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Magical Binding & Animating 9,750sp px50 Jim Arona 021 076 9376

Extendant Rod

This light mace requires 11 PS to wield and weighs 2lbs. It has a base Strike Chance of 67% and inflicts 2 rollup D10 damage.
The rod may be used to increase the Rank of a spell, in terms of range alone, by the wielder's Rank in this weapon. This requires no Action at all, although it may only be combined with a Cast Action. It may only be used once a day if Rank 1 or 2, twice a day if the Rank is 3 or 4, and three times a day if Rank 5 or higher. This resets at dawn.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Perfidious Albion Magical Binding & Animating 9,750sp px50 Jim Arona 021 076 9376

Armour

Nightgaunt Armour x 5

This leather armour is blacker than darkness, has a weight factor of 2.5, and can be worn by anyone who is 5ft 6in tall. It may be cut down for a shorter humanoid by a Rank 4+ Armourer who is a Rank 6+ Leatherworker at a cost of 1,000sp for every six inches of height lost to a minimum of 3ft 6 in. This will take a week.
Although the armour reduces the wearer's FT value by 5, it provides 5 Protection, attracts no penalty to AG and improves the wearer's Stealth calculation by 1 per Rank. However, the wearer attracts a 10 point penalty in brightly lit areas or where the background contrasts with black. Any attempt to perceive the wearer with Infravision is penalised by 100.
In addition, when Shadowform is cast on the wearer, the armour's Protection value is increased by 1 for every 4 Ranks.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Summer 816 Perfidious Albion Formerly living Darkness 7,650sp px50 Jim Arona 021 076 9376

Nightgaunt Bracer x 5

This dark leather bracer weighs 9 oz, and is worn on the left forearm. It's magic will not be accessible until it has been worn for four hours.
It will reduce the wearer's FT value by 1 per hour, which can only be rested back when the bracer is removed and in any case, after the next dawn.
One spell of a College of Darkness or Dark Magic may be stored in the bracer by means of Ritual Spell Preparation and is released on their Unengaged Initiative by making a Cast Check. The Base Chance of the magic is modified by the wearer's MA bonus or penalty and the condition of darkness they are experiencing, not the Adept's.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Summer 816 Perfidious Albion Formerly living Darkness 8,300sp px50 Jim Arona 021 076 9376

Cenobite Cloth Armour

This pale grey armour has a weight factor of 2 and will fit someone of size 6. It has no AG penalty and a Stealth bonus of 10. It provides 5 points of Protection and 1 point of Spell Armour.
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).
For every Rank in Resist Pain in excess of 20, the wearer reduces damage from any source by 1

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Summer 816 New Terra Formerly living Folding 9000sp 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
War-Wolves Summer 816 New Terra Formerly living Sorceries of the Mind 22,500sp px50 Jim Arona 021 076 9376

Snakeskin Shirt

This scale coat reaches down to the wearer's thighs, has a weight factor of 1, with no penalty to AG and is sized for a human. It may be cut down to fit someone no smaller than a dwarf at a cost of 10,000 and 1 week per size category reduced.
The scales are silver, deepening to a rich blue colour at the base. It provides 7 points of Protection, 3 points of Spell Armour and 1 points of Damage Reduction. Damage Reduction is increased by a further point for every 4 Ranks in either the Animating Objects or Animating Bodily Parts spell. If the coat is animated at all, the wearer's Defence increases by 5.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Malkuth Magical Scales 15,650sp px50 Jim Arona 021 076 9376

Vambraces of Defence

These fish scale vambraces are made from an unusual ally of silver and weigh 1 lb 10 oz each. The left vambrace provides 3 Spell Armour to a maximum of 12, while the right provides 3 Protection to a maximum of 12. If they are worn together, they increase the wearer's Defence by 5.
The wearer recovers no FT for the first 3 hours while sleeping or resting.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 A Certain Shore Magical Protection 12,400sp px50 Jim Arona 021 076 9376

Robe of the Tides

These robes are made from some heavy, dark blue material and have a weight factor of 1. They will fit anyone of size 6 and allow the wearer to be in contact with the element of water, specifically the sea. However, there are no bonuses to magic.

  • They provide 4 Protection, 6 Spell Armour and 1 point of Damage Reduction vs all incoming magic. It will, therefore, ignore the first 5 points of FT damage from a blow or 7 damage from a spell, excluding damage from Necrosis, Putrid Wound, Disruption or similar magic. Once per season or adventure, whichever is least, the wearer may sacrifice EN to the robe which will increase its Damage Reduction by 1. This doubles each time so that to raise the Damage Reduction to 2 costs 1 EN, to raise it to 3 costs 4 EN, to raise it to 4 costs 8 EN and so on. This EN may be bought back in the usual way.
  • The wearer subtracts 10 from the die roll when Resisting magic, making it easier. If the wearer's Magic Resistance check versus a hostile spell can be modified to 01, then no part of the spell affects them or the hex in which they are standing. This would mean that they would not take any damage from Dragonflames, nor be affected in anyway by an Earth Tremor spell if they rolled low enough.
  • The duration of Waters of Vision becomes 1 minute
  • When they roll under their Dowsing Base Chance, the wearer can sense the presence of Water Elementals and Water Sprites raised from Binding Water within 10 feet (+10 feet per Rank in Dowsing), and target them when they are within 1 foot (+2 feet per Rank), so long as they have, in principle, direct line of sight.
  • The wearer is a legal target for the Mage Current spell.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Magical Protection 11,400sp px50 Jim Arona 021 076 9376

Breastplate of Hard Water Scales

This breastplate of bright, interlocking scales is sized only for a human. It weighs 18 lbs, penalises AG by 1, MA by 3 and Stealth by 11. It provides 8 points of Protection and 4 points of EN armour. Its primary magical ability is that its Protection value can be applied against drain, but will not stack with any similar ability.
Its secondary magical ability is that it allows the wearer to walk on water at a cost of 1 FT per hour or part thereof.
However, it is cursed in the following way:

  1. Water elementals and their kind are filled with an immediate hatred of the wearer and will attack them without provocation
  2. The area around the wearer, extending out to a megahex, is a zone that water elementals can freely enter, suffer no penalty as a consequence of being out of water, and inside of which they may not be Banished by any means.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
War-Wolves Autumn 816 Lemuria Magical Protection 1 cg px50 Jim Arona 021 076 9376

Jewellery

Amulets

Enhanced Amulet of Jet

This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. Does not stack with a standard Amulet of Jet.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Stone Lore 9,600sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Diamonds

This amulet of diamonds, when it is worn openly around the neck, increases the wearer's MD by 2. Does not stack with a standard Amulet of Diamonds.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Stone Lore 16,000sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Hypericum

This amulet, when it is worn pinned to the right forearm will allow them to subtract 10 from the die roll versus any magical act of a demonic or diabolic entity from any realm. In addition, the wearer ignores the first 7 damage from such creatures each Pulse. This is resolved before any other mitigation. Does not stack with a standard Amulet of Hypericum.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Stone Lore 1,600sp px50 Jim Arona 021 076 9376

Miscellaneous

Spell Rack

Shell of the Sea

This delicate shell is a cone 8 inches long and 4 inches across. It is a nacreous shade of gold and weighs 1 lb. It is a spell rack .
In addition, the Adept may store up to 12 FT in the shell on the final night of the full moon. They may use this FT to cast magic, but cannot be used to absorb damage.
It contains these incantations:

Ink

Name: Ink
Spell: Creating Fog
Target: Volume of Water
Effects: This incantation of Creating Fog creates 1000 cubic feet (+500 / Rank) of obscuring ink entirely within range. The ink must be continuous and all entities within the volume of effect have their Strike Chances reduced by 5% (+1 / Rank) due to limited visibility. Visibility is reduced to 1 hex. Water Breathing does not penetrate this obscurement.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Plague of Flying Fish

Name: Plague of Flying Fish
Spell: Rain Storm
Effects: This incantation of Rain Storm causes flying fish to erupt out of the sea and rain down over a hex (+ 10 ft diameter for every 5 full Ranks). It may not be cast any further from the sea than 20 feet (+20 feet per Rank). Anything in the area of effect must Resist or suffer 1 rollup D10 + Rank damage from biting fish, although Protection applies. Those that successfully Resist take no damage, but any entity that takes damage must Break 100 -> EN or suffer the effects of a magical venom which will inflict 1 point of AG damage every 10 minutes. The duration of the venom lasts for 10 minutes per even-numbered Rank, it is considered synthetic in nature, and its Rank is the same as the Rank of the spell.
There is no remedy to cure the AG loss, but a victim will recover 1 point of AG for every 3 days of rest.
Anyone in the area of effect will smell strongly of fish until they have a proper bath. Anyone attempting to track them by scent will have their base chance increased by 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Waters of Restoration

Name: Waters of Restoration
Spell: Waters of Healing
Effects: The spell creates out of drinkable water a potion which, when imbibed, subtracts 2 from Endurance and repairs 4 lost Fatigue. The amount subtracted from Endurance is increased by 1 and the amount of Fatigue repaired is increased by 2 per Rank. The fatigue so restored may have been lost through damage or tiredness, including spell casting. The potion will only restore lost Fatigue.
This spell can be prepared in two ways:

  1. The Adept can turn water into a restorative potion of the Rank of the spell that will last until the next dawn. The effects of drinking the potion may be resisted. The Endurance damage caused by this potion may be healed by normal means.
  2. A potion that, if dashed into an entity's face will give them the experience of an hour of peaceful rest and meditation observing the ebb and flow of the tides. This will happen in the blink of an eye. They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person). This potion will last until dawn. If 500sp worth of special salts and tinctures are added to the potion, it is permanent until used.

Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Fluidity

Name: Fluidity
Spell: Wave Control
Target: Self
Effects: This incantation of the Wave Control spell targets the Adept, allowing them to move their body extremely fluidly to avoid harm. In general, the Adept may subtract the Rank of this spell from the result of a Check to avoid harm by the use of Agility (for example, avoiding being Trampled by a large creature) or to add it to an attempt to Break 100 -> AG. Specifically, they may Break 100 -> AG + Rank to avoid an attack by bending their body out of the way, success indicating they have avoided all harm. This applies to physical attacks, and those magical attacks that are delivered as bolts, spears, javelins, darts, hammers or the like, and specifically includes the Lightning spell. Attacks that affect a volume (e.g. Fireball, Windstorm, etc), or targets entities directly (Putrid Wound, Control Person, etc) may not be avoided in this way. Neither may the ability be used against surprise attacks or ones that can't be seen.
This ability may be used no more than once a Pulse, and requires a Free Act.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Adventure Season Plane of Origin Nature of Magic Value GM
War-Wolves Autumn 816 Lemuria Metamagic Quest px50 Jim Arona 021 076 9376
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 A Certain Shore None Witchcraft 1,600sp px50 Jim Arona 021 076 9376

Efreeti Lamp

This humble bronze lamp weighs 1/2 lb and contains about 1 hour of lamp oil. It has a bonding cost of 1 EN.
The oil is special and while the lamp is lit and the flame Bound it provides the following benefits:

  • They may add 6 inches per Rank in the Ritual of Binding Fire to their height, 1 point of PS per 2 Ranks to their PS and 1 point of EN per 4 Ranks to their EN. Their equipment will increase or decrease in size with them, but weapons do not become "giant" unless specified
  • When their height climbs to 12 feet or higher, they are considered a 2 hex creature. A Lesser Efreet may not bear a rider who has more hexes than they do
  • When their height climbs to 15 feet, they double B or C Class weapon damage vs a melee opponent who has half their height or less. Bonuses from excess PS, Rank and magic are added after weapon damage is doubled
  • In combat, they may increase their TMR and make prodigious, acrobatic leaps as described by this ability
  • Defense is penalised by 20 points because of increased size. On the other hand, opponents add 5 to the result of any Strike Check to reflect the difficulty of defeating armour or delivering Specific Grievous Injuries
  • Stealth is penalised a further 10 points, except in a desert environment when it is increased by 20
  • May move 3 hexes per Pulse while under the effects of a Blending spell
  • At Rank 20 in the Ritual of Binding Fire, they may merge their form with a Lesser Efreet, creating a centauroid form. The greater of the Binder's or the Lesser Efreet's base PS, EN, TMR and number of hexes are modified as above. The binder's armour will overwrite the Lesser Efreet's, and take on some of its properties

Remaining merged with a Lesser Efreet has problems. For every day or part of a day greater greater than 1 that the Binder stays merged, there is a 10% chance of being summoned by a powerful conjuror to do their bidding.
If the lamp should fall into someone else's hands, they may force the binder to grant three wishes.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 The Green Magical Calling Quest px50 Jim Arona 021 076 9376

Skiff of the Waves and Wind

When this skiff is drawn from its bottle, it will be 25 ft long, 6 feet across the beam and weigh 380 lbs. It has a stepped mast, which is 8 feet tall, and a seam or orichalcum where the keel would be. If air is Bound to the mast twice and once to the orichalcum seam, then it may be sailed into the air at a speed of 5 miles per hour (+1 mph per Rank in the Ritual and Navigator) to a maximum height of 100 ft x Rank above the ground. It has a maximum rate of climb of 15° (climb 1 hex every 6 hexes of horizontal movement).
The hold is covered and will carry a maximum of 1,500 lbs. If water is Bound to the orichalcum seam, this will form a keel and will drive the skiff over the waves at a speed of 5 miles per hour (+1 mph per Rank in the Ritual and Navigator). If the Adept has sufficient Rank to Bind 7,500 gallons of water. the skiff may be submerged safely to a depth of 50 feet per Rank. At depths beyond this, the Binding and then the skiff itself may catastrophically collapse, with lethal consequences. Submarine movement is 5 miles per hour (+1 mph for the average of Rank in the Ritual and Navigator), and when submerged, the skiff contains 18 person hours of air.
It takes 4 Pulses to take the skiff out of or put it into its bottle.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Victoria Magical Binding 23,850sp px50 Jim Arona 021 076 9376

Half Shell Accessory

This satchel is 10 cms deep, 30 cms wide 20 cms long. It has a pale leather strap that goes over the shoulder, and weighs 4 lbs. 20 lbs of gear which does not have an extra-dimensional foot print can be stored inside it and recovering anything from inside the satchel which is not a potion means a Break 100 -> 3 x MD must be made. Recovering potions requires a Free Act and no check is required, although only 1 potion may be stored inside it at Rank 0 (+ 1 at Rank 6, 11, 15, 18 and 20).
While it contains Bound Water, it may be wielded as a flail, with a base Strike Chance of 60% and base Damage of 1 rollup D10 + 4. The bearer's Rank in the Ritual of Binding Water is added to their PS and MD to a maximum of their modified MA. This will increase Damage and Strike Chance by manipulating the Bound Water's angular momentum, etc, so will stack with weapon Rank and weapon spells that are not elemental in nature. There is no chance of increased weapon breakage if PS does not exceed 50.

The base form of the accessory is the satchel, which has these additional properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as a simple, human traveler of either gender. This is considered a Disguise equal to the Rank of the Ritual of Binding Water
  • 2 cubic metres of Bound Water per Rank of the Ritual may be stored in the satchel, and the duration becomes indefinite until used. This Bound Water may be used as material from which watercraft may be built by casting Ship Strength, the kind of ship being determined by the weight of water Bound. In addition, water sprites will manifest who have the appearance of and serve as Artisan: Sailors. The bearer may manifest as many sprites as their Rank in the ritual, and their Skill level will be half this. In addition, at Rank 0, a ship's cat named Pyewacket may be manifested, at Rank 5, a ship's boy called Sprat who can climb the rigging like a monkey, at Rank 10, a jolly bosun called Matches with a peg leg and a corncob pipe, at Rank 15 a one-eyed cook of sour disposition called Gizzard and at Rank 20, a handsome first officer called Starbuck who knows the Navigator Skill at Rank 5. Once the Binding expires or the sprites are destroyed, they turn to foam and are lifted back to the sea by the wind.
The accessory may be turned into grey and white handbag in the shape of a large clam shell 20 cms wide and 15 centimetres high, which has these properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as a respectable woman of middle age but plainly dressed, of the kind that might be heard to say 'Lawks' a fair bit. This is considered a Disguise equal to the Rank of the Ritual of Binding Water
  • The hand bag may be used as the flail as described above
  • Once a month, resetting on the last day of the Full Moon, a steaming pot of tea may be drawn from the handbag, along with sufficient cups, saucers, plates, ham sandwiches and cake for half a dozen people and which will take quarter of an hour to consume, the plates and implements returning to water once the meal is complete. Those who have partaken may choose to succeed on a Check, instead of rolling percentile dice, where Willpower is the main stat used: Fear Checks, Magic Resistance or Stun Recovery, for example, but not Horsemanship. This effect lasts until used or the next dawn, whichever comes first.
  • If the required materials are left in the handbag over the three days of the Dark of the Moon, an Amulet may be made in all ways similar to the Making Amulets ability of the College of Witchcraft
The accessory may be turned into a delicate purse no larger than a noblewoman's hand, made from amber-chased mother of pearl, with a white opal clasp and a delicate gold wrist chain. It has these properties
  • Clothing made from skeins of woven water and make up which will make the bearer appear as an exotic and interesting woman from far away. She will seem to have a faint accent which is impossible to place, although it will sound cultured and, if it is desired, sultry. This is considered a Disguise equal to the Rank of the Ritual of Binding Water, and the bearer's PB is increased by 1 (+1 per 10 Ranks in the Ritual of Binding Water) to a maximum of 23
  • A number of memories may be stored in the purse equal to 1 (+1 / 10 Ranks). These memories may be up to 1 continuous minute or, say, a page of complicated writing, drawing or an image. The bearer may optionally have the memory removed from their mind so if questioned about it, may truthfully claim ignorance. The memory may be poured into a pool for others to see and hear.
  • A rainbow may be stored in the purse, which may be replaced once it is used. When the rainbow is released from the purse, the bearer and 1 entity per 3 or fraction Rank will travel along it to any unobstructed point in line of sight up to 25 feet (+ 25 / Rank of the Ritual of Binding Water) taking a Pulse. The destination must be a body of water or a solid surface. At Rank 20 they may instantaneously return to their point of origin at the end of the next Pulse should they so desire. This magic affects only willing targets and will not work anywhere that a rainbow could not conceivably manifest (underwater, in darkness, etc). Any barriers, wards etc that are passed over affect the targets as if crossed normally.
Water sprite sailors
PS: 10 (+1 / 4 Ranks) MD: 10 (+1 / 4 Ranks) AG: 10 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 10 (+1 / 4 Ranks) PB: 8 TMR: 5 NA: None
Pyewacket
PS: 3 (+1 / 4 Ranks) MD: 16 (+1 / 4 Ranks) AG: 19 (+1 / 4 Ranks) MA: 1 EN: 3 (+1 / 4 Ranks) FT: 5 (+1 / 4 Ranks)
WP: 8 (+1 / 4 Ranks) PC: 10 (+1 / 4 Ranks) PB: 7 TMR: 9 NA: Fur absorbs 1 DP
Pyewacket's Stealth is 120% and increases at 3 per Rank of the Ritual
Sprat
PS: 7 (+1 / 4 Ranks) MD: 20 (+1 / 4 Ranks) AG: 20 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 15 (+1 / 4 Ranks) PB: 13 TMR: 7/3 NA: None
Sprat's Climbing is 4 x MD + 6 per Rank of the Ritual. He has a TMR of 3 when climbing ropes, rigging, etc and can see 3 x further than normal.
Matches
PS: 18 (+1 / 4 Ranks) MD: 18 (+1 / 4 Ranks) AG: 15 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 10 (+1 / 4 Ranks) PC: 14 (+1 / 4 Ranks) PB: 9 TMR: 5 NA: None
Matches has Rank 4 with Tulwar and Crude Club (2 Ranks higher than normal)
Gizzard
PS: 10 (+1 / 4 Ranks) MD: 10 (+1 / 4 Ranks) AG: 10 (+1 / 4 Ranks) MA: 1 EN: 10 (+1 / 4 Ranks) FT: 10 (+1 / 4 Ranks)
WP: 18 (+1 / 4 Ranks) PC: 18 (+1 / 4 Ranks) PB: 8 TMR: 5 NA: None
Gizzard has Rank 8 in Artisan: Cook and Artisan: Swearing. If he rolls 80 or less on percentiles to someone adjacent to him, they can do nothing until they take a Pass Action to gasp.
Starbuck
PS: 17 (+1 / 4 Ranks) MD: 17 (+1 / 4 Ranks) AG: 17 (+1 / 4 Ranks) MA: 1 EN: 17 (+1 / 4 Ranks) FT: 17 (+1 / 4 Ranks)
WP: 17 (+1 / 4 Ranks) PC: 17 (+1 / 4 Ranks) PB: 17 TMR: 6 NA: Frock coat absorbs 4 DP
Starbuck knows Navigation at Rank 5, Bastard Sword at Rank 8 and is capable of mixing in polite company.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 The Green Formerly living Water Quest px50 Jim Arona 021 076 9376

Calculi

Black Stone

This matte, round, stone is flat and smooth, about 5 cms across, and 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 stone 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 when this stone is used.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Perfidious Albion Magical Geometricia 11,000sp px50 Jim Arona 021 076 9376

Grey Stone

This pale grey stone is flat, round, smooth, about 3 cms across, and weighs 2 oz.
This must be held in the character's hand for its magic to be effective. They may pay 1 FT for every Strike or Cast check make against them which will force the percentile dice to be read in the worst possible way for their opponent. This can not be used against an attack they are unaware of, and for administrative purposes during combat, the character's player must pump their left fist with the index finger raised against each attack.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Nualis Magical Arithmetick 3,000sp px50 Jim Arona 021 076 9376

Phials of Water of the Ages x 3

This robust phial weighs 1 lb. It takes 4 Prepare Actions to pour into a bowl, whereupon it is a legal target of the Waters of Vision spell. The Adept and anyone else peering into the bowl will see a significant event in the past according to this schedule:

Rank Period
< 6 Rank days
>5 & <11 Rank weeks
>10 & <15 Rank months
>14 & <19 Rank years
20 200 years
>20 Rank decades

The Adept can look for a kind of event within the time frame allowed by Rank. The DM assigns a difficulty target, which is a value from 101 for easy to 150 for very difficult. The Adept must Break 100 -> MA + PC + Rank in Waters of Vision, and if successful will see the vision of the type requested.
There is a fine balance to be maintained in the use of this ability, which reflects the Adept's sensitivity to the flows of creation. Investigations of this kind should be simple, clear, with an eye to the labours of the DM. Should a DM feel they have been inconsiderately treated, they are encouraged to honest duplicity.
Although the Waters may be collected up after being used, they lose their magical power until the next equinox or solstice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Elemental Babylon Magical Ancience 7,000sp px50 Jim Arona 021 076 9376

Well of Water

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Water may be withdrawn from it.

If it is moved, then a year and a day must pass before Water may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Well of Fire

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Fire may be withdrawn from it.

If it is moved, then a year and a day must pass before Fire may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Well of Wolf

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Wolf may be withdrawn from it.

If it is moved, then a year and a day must pass before Wolf may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Well of Death

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Death may be withdrawn from it.

If it is moved, then a year and a day must pass before Death may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Well of Binding

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Binding may be withdrawn from it.

If it is moved, then a year and a day must pass before Binding may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Well of Moon

So long as it is undisturbed a year and a day, this well may be used in the following way: If 1 EN is sacrificed to the well, then each year, 1 Moon may be withdrawn from it.

If it is moved, then a year and a day must pass before Moon may be harvested from the well. This means that the production of the well for the year and a day is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
War-Wolves Autumn 816 Magic Metamagic 16,000sp px50 Jim Arona 021 076 9376

Allies

Rampant Stamen

This sentient orchid is 60 cms tall. Including its pot, it weighs about 30 lbs. It is psionically active and knows something of the College of the Sorceries of the Mind.

Special abilities
Rampant Stamen can emit a scent which will promote restful sleep. Anyone within a hex recovers an extra FT per hour of sleep.
Defences
May not be stunned.
Personality
Rampant Stamen is watchful, alert and concerned with passing his pollen on to the next generation. Beyond sunlight, soil quality and water, he (and he thinks of himself as masculine), loves to hear stories of adventure, bold heroes and grateful damsels. He is also a bit thick and lacking in imagination. This makes him an excellent guardian.
Movement rate
No real movement rate, although he will use Telekinesis if concerned. This allows him to move at 2 hexes per Pulse.


PS: 3 MD: 3/15 AG: 10 MA: 20 EN: 9 FT: 18
WP: 25 PC: 15 PB: 12 TMR: 2 NA: None


Magic Rank Base Chance
Resist Pain 6 -
Sense Danger 6 21%
Telekinesis 6 50%
Hypnotism 6 65%
Mind Shield 6 56%
Purification 6 66%
Adventure Season Plane of Origin GM
War-Wolves Autumn 816 Sparlainth px50 Jim Arona 021 076 9376

Lore

Tsayoi's Fate

Tsayoi's Fate has been revealed to him by Rahne of Blackshore somewhat in the manner of a Noh play, and somewhat in the manner of a card or tile game, as below:
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Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Alusia Quest px50 Jim Arona 021 076 9376

Ghost Narcissus

Herbalism Rank 6
This dainty plant looks very much like a miniature, pale daffodil of 1/3rd the normal height. It grows from a bulb, which divide from which new plants may be harvested. Any attempt to take cuttings or seedlings of this plant will fail unless performed by a Rank 6+ Herbalist,
Once established, however, the plant will flourish and need very little care, unless it's position is arid. It requires damp soil and a moderately sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The stems sprout delicate, pale yellow bells, the nectar of which is scentless although bitter to the taste. However, if the nectar of 7 flowers is taken and blessed by a priest or priestess whose deity abhors the undead, then a blade venom may be created by those who know the recipe, which is said to reveal the ugliness of their condition.
The nectar is also believed to have uses as a perfume effective against spectral entities, while the most delicate petals may be crushed and dried in some way to make a fine fixing powder, that will make the wearer pale and interesting.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Dream Jonquil

Herbalism Rank 6
Although smaller than a daffodil, this plant has more intense colour and is about half the normal height. It grows from a bulb, from which new plants may be harvested. Any attempt to take cuttings or seedlings of this plant will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the plant will flourish and need very little care, unless it's position is arid. It requires damp soil and a moderately sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The stems sprout bright yellow bells that almost glow. The nectar is scentless but mild to the taste and vaguely reminiscent of peaches. The nectar can be made into a gas that will permeate a one megahex volume and promotes restful sleep over a period of a minute, they say.
The petals may be scraped with a gilded knife to produce a hair dye that will turn hair the colour of butter by one who knows the method.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Abilities

Chaos Features

Snake Finger

The ring finger of Bromli's left hand is now a brightly coloured diamond backed krait. It is an insanely aggressive little snake and will strike out whenever it can, biting Bromli or anything else it can sink it's little fangs into. It's implacable nature reduces Bromli's MD by 3 on that hand.
It has a small reservoir which will fill with sufficient poison for 3 envenomed Strikes per day if it has been fed properly.

PS: 3 MD: None AG: 19 MA: None EN: None FT: 4
WP: 18 PC: 17 PB: 10 TMR: None NA: None
Weapons
The krait can make 1 bite attack in Close if Bromli's left hand is close enough to a target.(Base Chance: 50%, D10 Damage).
Comments
The krait gain's benefit from Bromli's PS and MD, and any Rank he may have it Bite attacks. In addition, the bite's damage is increased by 1 for every 5 points Bromli's PS exceeds 3. This does no damage, but is only for determining if Protection has been penetrated (Damage Reduction and EN Armour are ignored). If hypothetical bite damage is done, the venom has been injected and the victim must Break 100 -> WP + EN or be so enraged they will attack the nearest target.
Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 The Green Quest px50 Jim Arona 021 076 9376

Venom of Fëanor

Thaeuss' jaw has been changed so that he can open his mouth 6 inches from top to bottom, his lips folding back out of the way and his incisors suddenly projecting out 2 inches.
He may deliver a bite in close as an Unarmed Combat attack + 20 to Strike Chance. The damage is D + 4, and if EN damage is done, the target must Break 100 -> WP + EN or suffer kleptomania. This is a minor curse with an MA equal to Thaeuss', if the poison is cured within 10 minutes, For every subsequent 10 minutes, the MA increases by 1. Methods that cure the poison will not relieve the curse, normally.
While he has eaten properly, Thaeuss may deliver 3 such bites a day.

Note

The kleptomania a victim suffers is specifically for white gems. Actually physical contact with a white gem will cause the victim to suffer hideous pain as of burning, and they are considered to be suffering from the effects of a Rank 6 Torment until they let them go. However, every day that they don't touch these white gems they must roll under 3 x WP or surrender to the curse and take up the gem(s).

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 The Green Quest px50 Jim Arona 021 076 9376

Prue, the Bearer of Water

Prue is a legal target for the Mage Current spell, and in this case, the spell has no concentration component. When she transforms into water, she may direct her movement on level ground at the usual rate. Traveling up an incline costs twice as much movement up as it costs across. So, if she were able to move at a rate of 10 miles per hour, and she was climbing at a rate of 1 mile up for every 3 miles across, her movement rate would be 6 miles an hour. Movement increases on downward slopes at the same sort of rate, but Agility checks may be required to stay in control at the DM's whim. Prue is also a legal target for the Binding Water ritual:

Rank 0
When she transforms into water, 15 lbs (+2 lbs per Rank) of Prue's gear transform with her, although it becomes in accessible for those abilities gained at Ranks 1 - 3 & Ranks 14 - 16
Ranks 1 - 3
She may assume the form of a spheroid 14 inches across with four watery tentacles. Each tentacle is 1 foot long + 2 inches per Rank, Attacks with the tentacles are only rated for Close until Rank rises to 12, and are resolved using Prue's Unarmed Combat skill. The base Damage is 1 rollup D10 and inflicts C Class injuries. Two tentacle attacks may be made in close (or melee when Ranked high enough) without penalty
Ranks 4 - 7
She may increase her transparency, making her more difficult to notice. She increases her Stealth by twice her Rank in this Ritual. She may attempt to make use of Stealth in plain sight, although in such cases, her Stealth from Skills and magic is halved. The bonus from the Enchantment ritual, however, is not. Witchsight, Wizardsight, Enhanced Vision or Second Sight will not detect her, although the True Seeing and Truth Rune magics may. Alert observers reduce Stealth by the highest PC, suspicious observers reduce it by 2 x the highest PC and observers actively searching reduce it by 3 x the highest PC. An attempt to sneak in plain sight will fail if she is being observed, although she may not realise this.
Ranks 8 - 10
She may assume a form where, from the waist down, she is a column of water. Floor length skirts will conceal this change if care is taken. In this form, she may increase her TMR by 1 (+1 for every 10 Ranks in the Mage Current spell), with restrictions noted above. In this form, she is immune to Specific Grievous Injuries that affect the hips, pelvis, legs or feet, although such injuries will disrupt the column, knocking her prone and ending the Binding.
Ranks 11 - 13
She may manifest her hand up to Rank yards away in or out of water. The range counts from Prue's location to where she wishes her hand to manifest. She cannot manifest her hand from, say, a cup of water, they both must share the same water.
Ranks 14 - 16
She may become a hyperfluid for no more than 12 Pulses, costing 3 FT. This is best attempted from behind or surprise because most people tend to back away when stalked by sinister pools of watery death. She must make contact in her "human" form,, requiring a Strike Check, whereupon she may transform into the hyperfluid, requiring a Free Act. In this form, she will flow over their entire surface area as animate rivulets, slip into their airways, coat their lungs and quietly drown them in air. This is considered a Garotte attack and Ranks in that weapon apply. Base damage is 1 rollup D10 + 3. The Protection value of armour does not apply and neither does most Damage Reduction, although Water Breathing protects against it. In this form, however, Prue's Resistance against magic that harms by heat, cold, fire or ice is halved, and in any case inflicts double damage. The form may be ended with a Free Act.
Ranks 17 - 19
Prue must be in her "human" form and concentrate on an entity (Magical Pass Action) relaxing control of her form as part of the process. If the entity fails to Resist versus the General Knowledge magic of the College of Water, she will assume the form of the person they expect to see over . This will take a Pulse and cost 3 FT. Maintaining the disguise will cost 1 FT every 10 minutes. She may assume the form of anyone up to 50% larger than her, and variations of race and gender are allowed so long as the form is generally human-like.
Rank 20
Prue's body becomes a Love Philtre. Any physical contact where fluids are exchanged will force the entity(ies) to Resist versus General Knowledge magic of the College of Water or fall in love with her for a period of 7 days.
Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

Maelstrom Path

Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 450
Base Chance: 1% + Rank in Dowsing
Resist: None
Storage: Potion
Target: Area
Effects: This spell allows the Adept to travel through open water or waterways to a destination within range that they can see or that they know and have recorded. When the spell is cast, a maelstrom appears in front of them, twisting off in the direction of their destination, fading after about 30 feet or so. All of the maelstrom path must travel continuously through water and will always terminate at the bottom, be it the sea floor, river or lake bed.
The maelstrom is one hex wide. The Adept can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a gate as wide as the number of hexes they occupy, although the DM can rule otherwise. Entering the maelstrom strips all travellers of FT.
The maelstrom collapses after Rank number of entities enter it or the Adept does, whichever comes first. The Adept can dismiss the gate at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, although the travel takes time, the distance is not actually traversed. Nevertheless, the maelstrom's path must be unimpeded, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.
This spell is not affected by the presence or absence of the Astral, the Ethereal, the demi-plane of Shadow, etc.
Destinations that are known and recorded need not be seen by the Adept, although they must be in range. However, it takes an hour to memorise a location and costs 1,000 Experience
This spell is not teachable.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Perfidious Albion Quest px50 Jim Arona 021 076 9376

The Shape of Shelter

This is the Individual True Name of a small rocky area that forms an irregular circle about three hexes across. On the northernmost side, a rowan tree leans its branches over forming a shelter for those inside. The branches do not quite complete the circle, leaving a gap a hex wide on the southern most side.
If this ITN is known by an Adept with a Spell of Name Change, then they may transform into this shape.
It takes an hour - 3 minutes per Rank of the spell, minimum 1 Pulse to perform the transformation. Although there are no changes to their stats, any Protection they are wearing is considered Damage Reduction, and they ignore most Specific Grievous Injuries. The rowan is flammable, meaning that, in this form, the Adept will always fail a Magic Resistance check vs fire magic, and they will catch on fire and may entirely burn up if not extinguished. On a positive note, however, Damage Reduction is still applied. Once the spell is ended, the Adept will assume their normal form a Pulse later. The concentration element of the duration does not change, however the Adept enters a trance state which allows them to recover FT as if they were sleeping, yet remain alert.
For the purposes of recovering EN lost to damage, 1 hour in this shape counts as 4 hours of bed rest, + 1 per Rank in the ITN.
For the purposes of recovering FT lost to damage and exhaustion, for every hour they spend in this shape, the Adept recovers 2 points of FT + 1 for every 5 Ranks in the ITN.
EN damage, excluding that caused by the special damage of Specific Grievous Injuries, must be healed back before any FT may be recovered.
The enfolding rowan branches count as a Wall of Thorns of the same Rank as the ITN, the internal diameter increasing by 2 hexes at Rank 10 and Rank 20.
Berries, when they appear, are edible but unpleasantly bitter. Birds love them, however, and they are often used as bait to trap them.

In Fruit
the rowan may be harvested once. A Herbalist of Rank 2+ who knows the formula may collect sufficient berries to make 1 tisane (+ 1 for each even- numbered Rank in the Skill). The tisane may be one that cures infection or relieves asthma.
In Harvest
the rowan may be harvested once. A Herbalist of Rank 7+ who knows the formula, may prepare a single draught that will improve Magic Resistance vs the College of Wicca and the non-College magic of creatures of the Seventh Plane.

These preparations are preserved and will begin to degrade in the usual way when the Adept is dead.

In Harvest
a Ranger of Rank 4 may choose 1 (+1 per 3 Ranks in the Skill) twig to serve as a dowsing rod that will locate metal ores that are less than 25 feet away if they roll under their PC on percentiles. This will last for 1 month (+ 1 month for every 2 Ranks in this Skill).
Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 The Green Quest px50 Jim Arona 021 076 9376

The Shape of the Deep

This shape is ranked as an Individual True Name, and has a duration of 20 minutes (+20 minutes per Rank of the spell).

Note
This shape removes the concentration property of this spell.

When the spell is cast, the Adept's body and 30 lbs of their gear (+2 lbs per Rank of the spell) begins to transform so that they can breathe and withstand the pressure of the depths. This takes 5 Pulses (-1 per 5 full Ranks of the spell). The rest of the shape change occurs over a period of 20 minutes (-1 minute per Rank of the spell, minimum 1 Pulse). At the end of this transformation, the Adept is considered an aquatic creature.

Description
Stubby manta-like wings unfurl from the Adept's shoulders down to their knees, and a long, spine-like tail extends 2 metres behind. The wings can spread as much as 8 feet wide, and there is a pair of horns about 22 cms long on either side of the maw.
Special Abilities
  • If ,the Adept has Weapon Ranks with horns, these may be used with the Shape of the Deep's horns. However, these horns do not inflict physical damage, instead D10 (+ 1 per Rank in the Individual True Name) is inflicted as electrical damage. If the Rank of the ITN is 10 or higher, the target may be Stunned unless immune to such things. A target that is immersed or wearing conductive armour halves their Magic Resistance against this attack. Once such an attack has been successful, the ability is lost until the Adept takes a Pass Action and spends 5 FT.
  • The tail is long, flexible, and with training, blindingly fast. It is Ranked as an Estoc, has a 45% base Strike Chance (+1 per Rank in the Individual True Name) and inflicts 2 rollup D10 damage. An extra strike may be made with the tail when the Adept's Rank in the ITN rises to 10, and a third strike at Rank 20. If damage is done to EN, then venom has been injected and the victim must Break 100 -> EN or reduce their Defence by 10. This poison is cumulative.
  • The Shape of the Deep only has eyes on its dorsal side, so cannot see below itself. However, it has a strange sense that allows it to sense things in all three dimensions out to 2 hexes distant from its central hex. This will defeat darkness, mist, ink or other obscurements, although it may be defeated by lightning, St Elmo's fire, or things that cause the sky to flash at the DM's discretion. This means that the only benefit an opponent gets from a rear attack is +20 to their Strike Chance, Assassins do not get their usual bonuses.
  • Stealth in the water is calculated as 4 x AG (+5 per Rank). Bonuses for Ranger may be applied.
  • Swimming movement rate is 100 yards per minute (+40 yards per minute per Rank in the Individual True Name). Swimming TMR is 2 (+ (Rank in Swimming + Rank in the Individual True Name)/10).
PS: 25 (+( ITN + Rank)/4) MD: 16(+( ITN + Rank)/4) AG: Adept's (+( ITN + Rank)/4) MA: Adept's EN: 25(+( ITN + Rank)/4) FT: Adept's
WP: Adept's PC: Adept's PB: 0 TMR: Varies NA: Scales absorb 3 DP (+ ITN/4)
Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 The Abyss Quest px50 Jim Arona 021 076 9376

Wildfyre Pool

The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3 in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.
The Wildfyre pool resets at midnight.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 The Green Quest px50 Jim Arona 021 076 9376

Linking Lifeforce (Q-1) v 1.1

Effects: This ritual allows the Adept to bind an object to the life-force of an entity. The object will reflect the entity's physical condition. If the entity is well, the object will be in perfect order; if the entity is sick or wounded, the object will appear appropriately damaged; and if the entity dies, the object will seem ruined. There is no limitation on the size or type of object, but it must remain the entity's possession during the entire ritual. Traditionally, apples, roses, statues, paintings or diamonds are used. The Life-force Link may be broken by destroying the object, or by the object being beyond 100 miles (+ 100 / Rank) from the entity. The death of the entity will not break the Link.
The Adept may use the Link to deflect damage into a special Life-force Link Pool. A life sized statue of the Adept made from blue marble must be carved, which will take 28 days (-1 per Rank in Artisan: Sculptor) and cost 10,000sp. It will be bound to a particular location during the Casting of the Ritual, after which, the Adept may deflect 4 points of damage (+4 per Rank, 100 at Rank 20) to the pool. Damage deflected is at the Adept's conscious choice, although does not require an Action of any kind, and may only done once per Pulse. Exhausting the pool does not destroy the Link and the Adept may repair it by means of this Ritual, each such casting restoring the pool by Rank. Specific Grievous Injuries and damage from Earth magic may not be avoided by this means, nor may an Earth Tremor that is cast directly at the the Adept. If a Specific Grievous Injury of 70 or higher is inflicted, percentiles are rolled again: if the result is less than 70, then the statue survives. Otherwise, it has been shattered and the Link is lost.
Instead of a statue, the Adept may sketch a portrait 20 cms x 12 cms. If the target is a living entity with a soul, a Life-force Link Pool is established. However, the sketch will only absorb Rank damage which cannot be B Class or Fire damage. Since it is portable, it may be carried along with them and the Life-force Link Pool repaired at 1 (+1 per 2 Ranks in the Mending spell). A sketch takes 24 hours to draw (-1 hour per Rank in Artisan: Painter or similar).
An entity may deflect damage to a single Life-linked object at a time. Statues prepared earlier automatically cause the Ritual to fail, although prepared sketches do not.
If 10,000 (-500 / Rank)sp is spent on ingredients, the range is unlimited and the entity and object may occupy different planes without breaking the Link.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Alusia Quest px50 Jim Arona 021 076 9376

Rain Cloak

Range: None
Duration: 1 hour + 1 / Rank
Experience Multiple: 200
Base Chance: 25%
Resist: None
Storage: Potion
Target: Self
Effects: This Special Knowledge spell of the College of Water Magic surrounds the Adept in a weightless translucent "cloak" that will protect against damage by fire for 4 (+ 4 / Rank) points. Protection is ablative and when exceeded, the spell is dissapated with any excess damage applied to the target. Double and triple effects may apply to duration or degree of protection. At Rank 20 the spell confers 100 points of protection.
Anyone attempting to Detect the Adept's aura must first Break 100 (+1 per Rank) -> MA + PC or have an unreadable result returned.
This spell may not be taught unless the Adept who knows it pays 4,200 Experience per person taught.

Adventure Season Plane of Origin Value GM
War-Wolves Autumn 816 Tanuel Quest px50 Jim Arona 021 076 9376