War-Wolves of Londinium - Treasure: Difference between revisions
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=== Actorios Intaglio === | === Actorios Intaglio === | ||
value: 4,500 sp<br> | value: 4,500 sp<br> | ||
Once this gem has been used, it may be made into a | 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. <br> | ||
These spells | These spells may be cast in two different ways, as below: | ||
==== Sacrifice ==== | ==== Sacrifice ==== | ||
| Line 262: | Line 262: | ||
: 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. | : 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. | Demons of the Abyss are not considered unholy and have no Generic True Name. They do, however, have Individual True Names. | ||
==== Pissenlit ==== | ==== Pissenlit ==== | ||
Revision as of 13:32, 18 March 2016
Return to War-Wolves of Londinium
Consumables
Other
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Grenadoes
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Charms
Herbs
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Herbal Draughts
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Potions
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Scrolls
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
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 |
Gems
These gems have the listed Base Chance. It is modified by the user's Enchantment and MA not the investor's, and if subject to environmental bonuses, then the ones that pertain when it is Triggered are the ones that apply. This may prevent an invested item from discharging. Each gem is Triggered with a Magical Fire Action, and discharges on the wielder's Unengaged Initiative. A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.
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:
- 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.
- 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:
- 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.
- 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 they succeed, the target reduces 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 they succeed, the target reduces 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:
- 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.
- 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:
- 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.
- 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
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:
- 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.
- 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 stimulants is used, the potion 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. If they are struck by an attack which they might reasonably be able to avoid if their body was extremely supple, then they may Break 100 -> AG + Rank. If successful, they have bent out of the way and avoided all of the harm. This would apply to physical attacks, and magical attacks that are delivered as bolts, spears, javelins, darts, hammers or the like, including the Lightning spell. However, magic that affects a volume, or targets entities directly like Putrid Wound are unaffected. 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 |
Weapons
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. It inflict A and B Class injuries.
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 |
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 |
Armour
Vambraces of Defence
These fish scale vambraces are made from what an unusual ally of silver and weigh 1 lb 10 oz each. The left vambrace provides 3 Spell Armour, while the right provides 3 Endurance Armour. 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 |
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 |
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 |
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 |
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 |
Miscellaneous
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Allies
| Adventure | Season | Plane of Origin | GM |
| War-Wolves | Autumn 816 |
Lore
| Adventure | Season | Plane of Origin | Value | GM |
| War-Wolves | Autumn 816 | Quest |
Abilities
| Adventure | Season | Plane of Origin | Value | GM |
| War-Wolves | Autumn 816 | Quest |