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=== Hypnotism - Incantation: Forget === | === Hypnotism - Incantation: Forget === | ||
Revision as of 16:33, 19 October 2016
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Consumables
Other
Grenadoes
Amorphous Water Balloons x 4
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | New Terra | Alchemy | Void Crafting | 3,000sp |
Charms
Herbs
Golden Century Seeds x 10

These seeds will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. 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 the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The century plant is free standing, and makes a pleasant show against larger features like trees and walls.
If the best flower of each seed is prepared appropriately by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Enhancement | Quest |
The White Rose of Gerantia x 12

Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed.
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest |
The Marist Rose x 7

Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest |
Whitethorn x 6
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily 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 branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but
- Racial maximums may not be exceeded and,
- Only 1 point of WP may be bought in this way.
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Agonistes | Quest |
Flamecap x 10

These spores are delicate, difficult to establish and will only take when cared for by a Herbalist of Rank 7 or better. Once established, however, it needs very little care. The spores blossom across the detritus of pine trees, and are best spread under their branches . By Autumn, the fungus will develop tall, slender stems about 8 inches high topped with bright orange caps. The plant flourishes in a shaded, arid environment, although the soil itself may be quite damp. In terms of maintenance, the plant requires 40 hours of care a season, divided by the Herbalist's Rank, which may be as low as 4. The least amount of time that must be spent cultivating the plant is 2 hours. If this maintenance time is not met or exceeded, the growth will fester and die.
Each Autumn, each fungal patch will produce 1 flamecap for every 3 Ranks in Herbalist, and these must be dried to become effective.
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma, Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance .
Each application weighs 1 oz.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Living plant | Flames | 250 |
Herbal Draughts
Potions
Scrolls
Invested Items
Amulets
Gems
Weapons
Giant Lacrosse Stick
This giant club is 10 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,325sp |
Giant Hockey Stick
This giant club is 12 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder's PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,750sp |
Giant Mallet
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made. If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder's PS less the target's AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour although Damage Reduction may at the discretion of the DM.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 12,475sp |
Whip of Braided Eog
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:
- subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded.
- square the difference and add the difference to that product.
- halve the result
- add the result to the wielder's MD as Strike Chance bonus
Bonuses to Strike Chance are calculated at 6 per Rank not 4.
At every Rank fully divisible by 4, an extra point of damage is added.
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.
Finally, the whip may be wound around the wielder's lower abdomen, which will make them immune to these Specific Grievous injuries:
- 08 A vicious puncture wound in your groin! Take 3
- Damage Points immediately from Endurance and
- reduce your TMR by 2 until fully recovered, which
- will take two months. In addition, add 30 to your
- chance of being infected (assuming you live long
- enough for such things to matter).
- 12 A stomach puncture. Nasty. You suffer 3 Damage
- Points immediately from Endurance and lose
- 2 from your TMR until fully recovered, which
- will take two months. Also, you are automatically
- stunned for the next pulse (if you aren’t already),
- after which you may recover. Add 20 to the chance
- to be infected.
- 37–40 You have been eviscerated! Take 4 Damage
- Points immediately from Endurance and 1 point
- per pulse from Fatigue thereafter (Endurance when
- Fatigue is exhausted) until you are unconscious.
- Increase your chance of infection by 40.
It takes 3 Pulses to unwind the whip from the wielder's abdomen.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Reich | Magical | Black-forging | 16,750sp |
Straight Edge
This cold iron, two-handed sword weighs 9 lbs, requires 22 PS and 14 MD to wield. It has a base Strike Chance of 67 and inflicts 1 rollup D10 per hand it is wielded with, + 7. In other words, 2 rollup D10+7 in the usual course of events. There is room on the hilt for three hands, if the wielder has this many.
It increases the bearer's Magic Resistance by 7, and prevents them from using any magic that is not racial in nature.
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.
The next wielder (|only) may advance their Rank in two-handed sword to 6 at a cost of 1,500 Experience & 12 weeks of weapon training, and to 7 at a cost of 1,800 Experience & 14 weeks of weapon training.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Kalvos | Magical | Cold-forging | 11,350sp |
Black Tulwar
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target's EN is reduced by 3, on a result of 2, the target's EN is reduced by 6 and on a result of 1, the target's EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm to the undead or constructs.
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Kalvos | Magical | Black Temper | 13,450sp |
Throwing Daggers x 9
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1.
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target's primary arm or a wound to the solid viscera, but not both).
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 3,950sp |
Imp Dagger
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1.
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1.
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty.
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 13,131sp |
Armour
Vadagh Battle Dress
Mirror Silver Byrnie
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.
It improves the wearer's Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.
Crimson Robes
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid.
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:
- Buttoned
- It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer's Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values.
- Unbuttoned
- It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Kalvos | Various | Order | 18,350sp |
Jewellery
Crown of Mentacles

This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
- +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
- Telekinesis costs 1 less FT to cast.
- 5 is subtracted from the die roll when casting Disruption.
- Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
- Force Shield gains an extra point of Defence for every two Ranks.
- Mentacles
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
- By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
- The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
- If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
- Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
- Example
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Uranus | Formerly living | Telekinesis | 30,000sp |
Force Gauntlet of the Right Hand
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer's hand. It weighs 6 oz.
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.
While active, the gauntlet raises the wearer's PS to the value of their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries. It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Dioscura | Magical | Telekinesis | 12,335sp |
Fettle
This ring of granite must be worn on the small finger of the right hand for its magic to be effective. It encumbers as if it weighs 4 oz.
If the bearer takes sufficient damage that they would enter a condition of Stun, they are entitled to an immediate and free Stun Recovery check. If that roll is successful, then they are not Stunned. If they enter a condition of Stun, they receive an extra Stun Recovery check until this is relieved.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Coils of Spring | Spring 816 | Kalvos | Magical | Protection | 7,335sp |
Miscellaneous
Ice Tome of Uranus
This block of ice is a legal target for Mind Speech, although it has little to say. Nevertheless, it may be interrogated for it contents, in which case it will reveal these sorceries:
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Coils of Spring | Spring 816 | Reich | - | - | Quest |
Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Coils of Spring | Spring 816 | Reich | Formerly living | Spell Storage | 10,000sp |
Phylactery of 3-Body Solution

This is a scroll that appears to be itemised so as to form a brooch. Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range: Self Duration:____________ Rank:_______ Effects: Next ranged attack will be one column-shift more effective.
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Coils of Spring | Spring 816 | Reich | Magical | Spell Storage | 5,000sp |
Allies
Lore
Special Abilities
In Defence of the Innocent
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.
| Adventure | Season | Plane of Origin | Value | GM |
| Coils of Spring | Spring 816 | Reich | Quest |
Sorceries of the Mind
Psychometry
Range: Touch
Duration: Immediate
Experience Multiple: 450
Base Chance: 20 %
Resist: None
Storage: None
Target: Area, Object, Entity
Effects: This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target's past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.
As with DA, a target's past can only be read once per season.
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.
This spell is not teachable.
Mental Attack – Incantation: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Control Person - Incantation: Dominate Will
Spell: Control Person
Effects: When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Hypnotism - Incantation: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Force Shield - Incantation: Force Pentacles
Spell: Force Shield
Effects: This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept's Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.
Phantasm - Incantation: Chariot of Songbirds
Spell: Phantasm
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
| Adventure | Season | Plane of Origin | Nature of Magic | GM |
| Coils of Spring | Spring 816 | Feralie | Meta magic |
Hypnotism - Incantation: Forget
Name: Forget
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected.
The duration of this incantation is Immediate.
Note: Because of the focused nature of this magic, hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
ESP - Incantation: Mind Sense
Range: 30 ft + 15 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: None
Target: Volume
Effects: The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Incantation: Feeblemind
Duration: Permanent
Range: 30 feet (+ 15 feet / Rank)
Duration: 10 seconds (+10 seconds / Rank)
Resist: Passive
Target: Volume
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Mental Attack - Incantation: Mass Fear
Duration: 10 seconds (+10 seconds per Rank)
Range: 15 feet (+10 feet per Rank)
Target: Entities except wolverines, constructs and undead
Effects: This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Incantation: Multi-Target Mental Attack
Effects: This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.
| Adventure | Season | College of Magic | Value | GM |
| Coils of Spring | Spring 816 | Sorceries of the Mind | Quest |
