South Gate Rot Treasure: Difference between revisions
Velcanthus (talk | contribs) m (→Ten of Swords) |
Velcanthus (talk | contribs) m (→Heavy Mace) |
||
| Line 154: | Line 154: | ||
This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.<br> | This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.<br> | ||
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.<br> | It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.<br> | ||
Even when the mace is enhanced in this way, it is still a legal target for | Even when the mace is enhanced in this way, it is still a legal target for the Creating Dark Sword spells, and in this case, the effects of both spells stack. | ||
== Skyfall == | == Skyfall == | ||
Revision as of 01:08, 10 May 2017
Back to South Gate Rot
Consumables
Grenadoes
Amulets
Trumps
The Magician
Increase MA by 1, which also increases the maximum to which it can rise, even if this is beyond racial limits. Gain 10,000 Experience
Ace of Pentacles
You will receive an inheritance of 5,000sp upon the death of a loved one, and an improvement in Social Rank. This may include legitimsation.
Knight of Pentacles
When this trump is used, the player can continue fighting for six Pulses after their EN has dropped sub-zero
Nine of Pentacles
Profits from your next venture will be doubled.
Three of Pentacles
You will be noted for your achievements and gain up to 5,000sp in credit from a person or group you associate with. This must be paid back within the year, but without interest.
Queen of Swords
This trump may be played to penetrate one lie or deception and requires an accusation from the player. This must be a lie or deception that creates an injustice. If it is not a lie or it is one that causes no injustice, the player will be disdained by people generally. All reaction rolls are penalised by 20 for a year and a day.
Knight of Swords
This trump may be used to double the Actions of the player for the next six Pulses.
Ten of Swords
This trump may be used by their character's player when their character is about to die. The player Breaks 100 + 3 x EN which, if successful, stops all bleeder conditions, even if below 0, and all observers will believe they have fallen dead. The player is, however, conscious, even if their EN value is sub-zero. Should an observer check the player's health, they will be deceived into believing them dead, and if an attempt is made to deliver a coup-de-grace, they will miss but not be aware of it. They must end the effect by the end of the third day, and this counts as bed rest, providing the environment could reasonably said to support human life. Upon rising, the player rolls 1 rollup D10 and applies this as healing.
Scrolls
Elfskin Scroll x 4
These scrolls are a cubit wide and two cubits long. Each weighs 1/4 lb, and is a delicate vellum made from the skin of elves.
Each scroll contains an ancient cantrip. Once read, they decay into a pale organic slime.
Potions
Restorative Potion x 9
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.
Restorative Potion x 4
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.
Love Philtre x 3
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.
Fertility Potion x 8
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.
Potion of Strength of Darkness x 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 7.
Potion of Healing 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 15
The imbiber may draw upon the power of shadow 4 times within 8 1/2 hours of drinking it to heal their wounds. They must be standing in at least 60% Darkness, and take a Pass Action. This will cure them of 6 Damage Points but not the extra EN points associated with a Specific Grievous Injury, nor will it “cure†tiredness fatigue (including that lost to spell casting). The Pass Action can also be used to cure as a Healer of Rank 3.
Potion of Iron Skin x 2
This potion weighs 4 oz but must be Prepared before it may be used.
It improves the imbiber's Natural Armour by 2 or gives the imbiber Natural Armour of 1 if they do not have any. The effects of the potion last until the next dusk or dawn but turn their skin a matte blue/black, increasing Stealth by 10 at night, but in social situations, making them quite noticeable.
Potion of Night x 4
This potion weighs 4 oz but must be Prepared before it may be used.
This potion turns the imbiber into night, removing them from the normal world until dawn, they move, or the light level of their hex increases to 60% or higher. Vision is impossible by any means other than Night Vision, no other senses may be employed.
Oil of Blade of Darkness x 3
This oil weighs 4 oz but must be Prepared before it may be used.
This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.
Poisons
Invested Gems
Other Invested Items
Crystals
Charms
Other
Pint of Red Beer x 6
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.
Pint of Pale Ale x 6
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.
Pint of Dark Ale x 7
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.
Dwarf Bread x 57
Each slab of dwarf bread weighs 1 oz and does not decay. Theory suggests that an enterprising cobbler may use it to repair leather goods.
While dwarf bread is a nutritious and filling meal, it cannot be said to be enjoyable, except by those dwarves who have, perhaps, been away from home so long that nostalgia has coloured their remembrance. No one knows for certain what goes into dwarf bread, although it is rumoured that rye and wheat feature in the recipe. Philosophers opine that schist and gravel may feature heavily in its construction, and very few believe that it can be prepared in anything other than a foundry or kiln.
Nevertheless, if it is eaten for breakfast (well, any meal really, but it's usually best to try and get it out of way as quickly as possible) for three days in a row, then from the third meal, those who have partaken increase their WP and EN by 1 for the rest of the day, even beyond racial maximums.
Unfortunately, and even with the most open mind with respect to other cultures, once an entity has tried dwarf bread, they must make a 2 x WP check to consume it on successive days, a failure indicating that they would rather eat their own arm. Dwarves, as it happens, need only make 3 x WP checks.
Lightning Jars x 2
This cylindrical earthenware jar weighs 1 1/2 lbs, is 3 inches across and 12 inches long. and contains 4lbs of galvanic fluid.
These do not protect the wearer in any way, but any lightning damage inflicted on the bearer will also increase the galvanic value of the fluid at a rate of 1:2 taken. When the galvanic value of the jars increases to 30, the berarer must make a Magic Resistance check versus Backfire to avoid the jar catastrophically releasing its entire galvanic value as lightning damage. A successful Magic Resistance check means that the galvanic value has been increased and the jar has held.
Copper Roses x 4
This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.
This copper rose will last until the winter solstice 818 WK.
Remnants
Witchskin
This is enough witchskin to make 8 sizes of leather armour with these properties:
- This armour has a Weight Factor of 2. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth. However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless it provides magic to the Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.
Weapons
Goblin Dagger x 15
This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.
Bronze Goblin Short Sword
This bronze two handed sword is sized for a goblin and weighs 2lbs. It may be advanced as a 1 handed shortsword by a human and a 1-2 handed cleadh mor for a race of size greater than three and less than six.It has a base Strike Chance of 55%, a base Damage Modifier of 2 rollup D10 + 1 and inflicts A & B Class injuries.
Fir Staff
This staff is smaller than usual and may be wielded 1-2 handed by anyone of size 5 or greater. It is made from the twisted branch of a fir tree, stands 4 and a half feet high and weighs 3 lbs. The base Strike Chance is 55% and base Damage is 1 rollup D10 + 2.
- The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 and Rank 8 in quarterstaff. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
When the wielder has reached Rank 5 in quartersaff, they may bleed onto it, causing green fir needles to sprout from the top at a rate of 1 per Rank in excess of 4, to a maximum of 5 at Rank 9. Each needle may be spent in the place of 2 FT points to cast a spell. This means that casting a General Knowledge spell is not as efficient unless in a low mana area.
When the wielder has reached Rank 8 in quarterstaff, they may bleed onto it, causing green fir cones to sprout from the top at a rate of 1 per Rank in excess of 7 to a maximum of 2 at Rank 9. Each cone may be spent in the place of a Prepare Action and requires a Free Act.
EN lost to bleeding on the staff may not be recovered by the use of Skills or Magic. It must be recovered at the base rate of 1 for every 3 days of rest (being defined as a day where no more than half FT is spent).
Once a bonding cost of 1 EN has been paid, the staff has these functions:
- The wielder subtracts their Rank in quarterstaff 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 quarterstaff.
- The staff amplifies the effectiveness of
- the Windwhistle spell so that the wind arrives 1 Pulse after the spell is cast. This costs 1 EN instead of the normal 1 FT cost, doubling each successive Cast, resetting at dawn.
- the Storm Calling spell so that it will arrive in half the normal time, to a minimum of 1 Pulse. This costs 1 EN instead of the normal 1 FT cost, the EN cost doubling with each successive Cast, resetting at dawn.
Once the wielder's PC has risen to 10 and a further bonding cost of 1 EN has been paid, the staff has these functions:
- The wielder's Unengaged Intiative while casting spells is the same as their Initiative with this weapon, so long as it is Prepared.
- The staff amplifies the effectiveness of
- the Air Blast spell so that it may be Cast without Preparing and as a Free Act. This costs 1 fir needle as well as the usual 2 FT.
- Incantations
- Rainstorm - Storm Calling
Range: 20 feet (+10 feet per Rank)
Target: Volume of Effect
Effects: This incantation of the Storm Calling spell summons a miniature rainstorm, 5 feet accross (+ 10 feet per 10 full Ranks), that appears over the target hex(little dark rain cloud, tiny lightning bolts and all). Anyone who fails to Resist will be drenched by the storm which will completely soak anything not waterproof in sixty seconds (-5 per Rank). Anyone in the volume who has not resisted adds 2 per Rank to any percentile rolls (making them more difficult), and those who leave the area will have any percentile checks penalised by 1 per Rank until they are dry. Those who resist will have their percentile checks penalised by 1 per Rank until they leave the volume of effect, whereupon they are no longer affected.
Attacking into or through the Rainstorm incurs a soft cover penalty of 20, magical attacks using fire or heat, fiery breath weapons and alchemical weapons with effects similar to methane will have the first Rank points of damage ignored per Pulse if it would pass into or through the volume. Casting the Lightning spell into the Rainstorm will make it propagate throughout the entire volume.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
- Gliding - Progressive Duration
Duration: Special
Effects: This incantation of the Gliding spell is the same in all respects except that the duration is calculated at 5 minutes + 15 minutes per Rank if the Rank is less than 10, 5 minutes + 20 minutes per Rank if the Rank is less than 20 and 5 minutes + 30 minutes per Rank if the Rank is equal to or greater than 20.
Cost: 1,000 Experience.
Constraints: Unracks the spell, penalises AG checks by 20 when Cast, lasting 12 Pulses (-1 per Rank.)
This incantation is not teachable.
Heavy Mace

This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for the Creating Dark Sword spells, and in this case, the effects of both spells stack.
Skyfall
Skyfall has been Weapon-smithed so that it also has the properties of a war hammer and a war pick. It weighs 5 lbs, the haft being 1 1/2 feet long attaching to a stone head. One face is flat and round while the other is a sharp, wickedly curved beak. While it is cold it is as hard and as robust as steel. The base strike chance is 57%, base damage is 1 rollup D10 + 4, inflicts A and C Class injuries, and Skyfall can be wielded 1 or 2-handed. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. The PS required to wield this weapon is 17 and it may be thrown up to 12 hexes away, whereupon it will return on the next Pulse, requiring a 3 x MD check to catch. if 3 points of WP are spent, the weapon inflicts 1 rollup D10 for every 5 points of WP over 10. WP lost in this fashion recover at a rate of 1 every 3 days.
- If it is wielded by a dwarf, then
- they automatically catch Skyfall on its return
- the WP loss is reduced to 2
- Ranks in war hammer and war pick are cumulative with respect to Strike Chance and Damage Modifier. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. :once the wielder has achieved 8 Ranks, they may Multi-Hex Strike at the usual penalty.< br>
- when wielded against a large humanoid of size 8 or greater, they may subtract their Rank in Skyfall from the die roll result of the Strike Check
- unleash a lightning bolt equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
- unleash a thunderclap equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
Skyfall may benefit from weapon spells.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Magical |
Bronze Gauntlet
This bronze gauntlet for the left hand weighs 1/2 lb. It may be wielded as a cestus with a base Strike Chance of 55% and base C Class damage of 1 rollup D10 + 3. Alternatively, the base Strike Chance of any weapon wielded in the gauntlet is increased by 20.
In addition:
- PS is increased by 3 on the left hand
- MD is increased by 2 on the left hand
- the gauntlet will protect against these Specific Grievous Injuries: 26, 27 & 61 - 67 and the wearer may ignore any damage associated with them.
Dagger Set of Khores
The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder's Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.
The following schedule is consulted when considering the wielder's Rank:
| Rank | Ability |
| 3 | Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act. |
| 5 | Wielder may make two attacks per Pulse with prepared daggers |
| 9 | Wielder may make three attacks per Pulse with prepared daggers |
Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.
The wielder's Player must call out each dagger's name as they strike or summon them.
Opener
Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes.
- Special Ability
- The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder's Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.
Witch Bite
Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.
- Special Ability
- If damage is taken, the wielder rolls a D10 and consults the table:
| D10 | Result |
| 1 | Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles. |
| 2 | Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs. |
| 3 & 4 | Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs. |
| 5 & 6 | Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues. |
| 7 & 8 | Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles. |
| 9 & 10 | Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs. |
Wraith Blade
Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith's thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A & B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.
- Special Ability
- It does 3 rollup D10 A & B Class damage against insubstantial creatures.
Tinker's Folly
Tinker's Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A & B Class damage and may be thrown up to 12 hexes without penalty.
- Special Ability
- If effective damage is taken, the target's Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).
Serpent's Tooth
Serpent's Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.
- Special Ability
- When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent's Tooth clean.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Various | Blades |
Armour
Bronze Pauldron
This bronze pauldron and elbow cop may be worn on either shoulder and weighs 3 lbs. It takes 4 Pass Actions to attach them and as soon as this is done, bronze fish scale armour forms from shoulder to elbow. The pauldron provides
- no Protection unless leather armour is worn, in which case it increases Protection by 2 to a maximum of 8
- it allows the wearer to deflect the special damage of these results on the Specific Grievous Injury table: 01 - 05, 36, 44 - 50, 56 - 60, 68 - 69 and 85 - 87. Weapon damage is still applied directly to EN, but the wound description and special damage is ignored.
- a Reflex Action when first attacked from the rear, either in close or melee. The wearer may deliver an Unarmed Combat attack with the elbow cop. The base Strike Chance is unpenalised, and the base Damage is 1 rollup D10 + 5. This will infict 5 strain on the wearer's FT, which may stun. Subsequent Unarmed Combat attacks may be delivered with that elbow on their Initiative but they do not inflict strain and the damage is 1 rollup D10.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Magical | Protection |
Miscellaneous
Spell Racks
Baby Rattle
This rattle has been made from the tiny skull of a human baby. It is a spell rack
Three times a week, resetting at dusk on Saturday, the Adept may Cast the Darkness spell without paying the FT cost.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism |
Gryphon Fly Whisk
This fly whisk has been made from the tail of a gryphon, something that will be obvious to any gryphon that sees it. It is a spell rack
While it is carried in the hand, no flying insect will approach closer than 1 metre.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism |
Rabbit Mask
This mask is made from rabbit fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a rabbit. Rabbits have a fairly earthy and straightforward view of most things, and there interests focus largely on edible vegetation, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. Their view of predators is either as claws from the sky (hawks etc), large teeth in a long snout (dogs, wolves, bears etc), large teeth in a wide face (wildcats etc), biting frenzies (ferrets etc) and so on. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction which is not life threatening and doesn't interfere with their main drives. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism |
Badger Mask
This mask is made from badger fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a badger. Badgers are territorial, grumpy and brave. They have a fairly earthy and straightforward view of most things, and there interests focus largely on worms, insects, small mammals and birds, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. They will recognise threats to their territory in a way that is easily recognisable by a humanoids. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction that doesn't interfere with their main drives. It will readily fight if asked, unless an opponent is bigger than an individual wolf. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism |
Yew Mask
This mask is made from yew wood and covered with yew leaves and berries. It weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to neutralise vegetable or herbal poisons at a cost of 5 FT. In addition, the wearer may commune with yew trees. Yew trees live a very long time and have no grasp of things which happen faster than a year, although they may recognise climatic changes if they lasted more than a decade. Otherwise, they can generally only tell if the sun is up or if it's raining.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism |
Toolbox of Holding
This small wooden box is 6 inches x 4 inches by 2 inches and weighs 1lb. It may contain up to 20 lbs of non-magical tools, so long as each tool can pass through a 6 inch by 4 inch aperture.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Binding |
Patience
Patience is a hooded cloak who detects as a non-sentient creature of darkness and seems to be made from black felted wool. However, she feels more like leather and weighs 10 lbs. The hood (only) is lined with something that looks like black velvet. She will keep off the rain, sleet and snow but will not protect against cold any better than an ordinary cloak. She may be worn as a full cloak by a human or a shoulder cape by a hill giant.
For every Pulse that the wearer does not deliver one or more strikes from a rear position, 2 is subtracted from the die roll when it is/they are made.
She may be wielded as a whip, lariat or net, requiring PS of - and MD of 18. The wearer does not need hands to wield her. Ranks in whip, lariat and net are cumulative with respect to Initiative, Strike Chance and Damage Modifier. However, bonus damage from great PS is never applied.. The base Strike Chance is 40% and base Damage is -2. She may only benefit from a Creating Dark Sword, Enchanted Weapon, Weapon of Cold or Spectral Weapon spell.
Patience may be wielded as a garotte, but Ranks in this weapon are not cumulative with any others.
She is always on the alert for danger, so the wearer's chance of detecting a surprise attack or ambush is equal to their PC. This is improved by their cumulative Ranks in whip, net and lariat, as is their chance of detecting traps, if they have one.
Stealth is increased by the wearer's cumulative Ranks in whip, lariat and net.
Patience is treated as a shield, increasing Defence by the wearer's cumulative Ranks in whip, lariat or net. Defence arising from shields or mains-gauche are ignored unless they are greater.
The wearer may move and remain under the effects of a Blending spell, so long as their TMR is reduced by 3. The reduction to TMR becomes -2 when the cumulative Ranks in whip, lariat and net equal 10, and -1 when they are 20. In any case, TMR cannot exceed 4. Moving faster than the allowed TMR causes the Blending effect to end, but not its duration. However, Patience must be able to enter an area of at least 60% Darkness before the Blending effect may be re-established.
Patience' hood is a spell anchor for the Darkness spell so that the magical darkness created will move with her but will never leave her folds. This means:
- the wearer's aura may not be detected unless the Adept's Rank in Night Vision is greater than the Rank of the Darkness.
- Patience' folds may extend up to 6 hexes away to be used as a whip, net or lariat..
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Darkness |
Book of Darkness
This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum. It is written in Blackspeech, an orcish language, which must be Ranked to 8 before it may be understood.
Those who can read this language will be able to learn a subtly different version of the Celestial College of Darkness
Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The talent is limited to a range of 10’ (+ 10’ / Rank)
Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank). and if they are struck by weapon that is not magical or silvered, 1 point per three full Ranks is subtracted from the damage. In addition, the monstrous nature of the armour penalises any entity who is a target of the Adept's Fear or Blackfire spells by their Rank with Armour of Darkness.
Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action shuddering before they can do anything else.
Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental
Summoning and Binding Creatures of Darkness (Q-2)
Experience Multiple: 200
Base Chance: 20% + 4% / Rank
Cast Time: 1 hour
Effects: This ritual may only be attempted during the hours of darkness. The Adept may Summon and Bind 1 (+1 for every 5 or fraction Ranks) non-sentient creature of darkness. Any creature summoned must be native to the area. If the ritual succeeds, the creature will arrive Bound to the Adept. In this state the creature will try to protect and aid them to the utmost of its ability (but it does not automatically know what the Adept wishes it to do). If the ritual backfires then the creature will arrive and immediately attack the Adept. The creature will arrive after (20 - D10 - Rank) minutes (minimum of 0). Bound creatures will continue to serve the Adept until dawn.
Multiple Summons may be attempted but the Base Chance of each subsequent ritual is reduced by 10. If the Adept has only Summoned one cohort of night creatures and loses consciousness or is stunned, then the Binding is not lost. If more than one cohort has been summoned in a night, then the Adept must succeed in, a 3 * Willpower ( + 2 / Rank) Willpower check. If the Binding is broken the creature will immediately attack the Adept. The Adept may at any time release any of the creatures, in which case the creature concerned will immediately flee from the Adept’s presence.
Creatures that may be summoned using this ritual are dark-aspected, non-sentient beings from the following categories: 66.2 Felines; 66.4 Small Land Mammals; 67.1 Common Avians; 69.1 Lizards and Kindred (except Hydras); 69.2 Snakes; 69.3 Insects and Spiders; and 72 Creatures of Night and Shadow.
Note: Weres can only be affected by this ritual while they are in their beast form.
Bolt of Darkness (S-3) replaces Bolt of Starfire (S-3)
Range: 40 feet (+15 feet per Rank)
Duration: Immediate, during Pulse
Experience Multiple: 200
Base Chance: 40%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Entity, Object or Volume
Effects: The Adept casts a bolt of darkness towards any target within range. The target may be a volume of air. The first entity or object that the bolt hits along its flight path suffers [D - 4] (+ 1 / Rank) damage unless the target successfully resists. If fired at figures in Close Combat the bolt will hit a random target (based on their relative sizes). In volumes of darkness greater than 60%, the bolt is unseeable.
Wings of Darkness (S-5) replaces Star / Shadow Wings (S-5)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Sentient Entity
Effects: The Adept receives wings comprised of the element of darkness These wings will carry them through the air at their TMR (+1 per 4 Ranks). Encumbrance is calculated using their PS or Rank + 5, whichever is worse. The Adept may summon a wind of darkness once they have climbed to height of 15 metres off the ground which will carry them at a movement rate of 30 mpy (+1 mph per Rank). (NB : 1 mph approximately 1.5’ / sec = 1.5 hexes / pulse. A speed of at least 4 TMR must be maintained or the Adept will stall and begin to fall. If the Adept's TMR is less than 4 then they can only take off by launching themselves from a high place, or somehow be thrown into the air. Similar problems arise when attempting to land, as well.
Normally, Flying checks are not required for landing or taking off, but if the Adept has insufficient TMR, then these will be required.
The wings have a span of 30’ and are substantial but not strong. Any Specific Grievous injury to an arm or hand has a 50/50 chance of having struck a wing, which will cause them to instantly dissipate. Neither do the wings fold. Instead they shrink to 5 feet accross, but remain obvious and batlike with every appearance of the diabolic. Nevertheless, 30’ of open ground is usually necessary in order to start using them).
Note that normal precipitation (i.e. rain, mist, snow and hail) will not cause the wings to cease functioning. Nor will they become invisible or unseen if the wearer does but are barely visible at night. During the last 5 seconds of the duration of the wings they will automatically try to land. There is no earlier warning of the end of duration of the wings. Only sentient creatures can control the wings.
Web of Darkness (S-6) replaces Web of Darkness/Light (S-6)
Range: 30 feet + 15 / Rank
Duration: Concentration (Maximum of 15 minute + 15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: A five foot wide web of shadows is projected from the Adept's finger tips to a target hex, object or entity. Any entity or object in the area will be ensnared by the web. The web may only ensnare six sizes of entities per Rank, or one man-sized object per Rank, stopping at the hex where this limit is reached (or at maximum range).
Entities ensnared in the web suffer 1 drain (+1 per 3 or fraction Ranks) (halved if they successfully resist) each Pulse. PS is drained first, then FT, then EN. This is applied at the moment of contact with the web, and at the beginning of each Pulse, thereafter.
Necrogeny protects against this drain, Damage Reduction may, but Protection and Spell Armour do not. Undead, constructs, objects and creatures of mana may be ensnared by the web but are never drained by it.
Any ensnared entity must roll 1 x Physical Strength (2 x if they successfully resisted) in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Rank or more points damage from a single blow from a B-class weapon will destroy the entire web. Treat the web’s defence as being equal to its Rank.
Hand of Darkness (S-11)
Range: Self
Duration: 15 minute (+15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Entity
Effects: The Adept creates a second primary hand (and arm) which emerges from their upper back. This limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from any itemry. It may be used as a primary hand/arm, and where a check that substantially depends on PS or MD, the Rank of this spell is added as a bonus. This does not apply to Weapon skills. The Adept may deliver a dual attack with this limb as if it were another primary arm/hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm/hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from around the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Magical | Enchantment |
Talon Ring
This glossy, dark brown sleeve for a digit is fashioned from the claw of an enormous terror bird. It may be worn on either of the middle fingers of a hill giant or the thumbs of a human or dwarf. Although jointed, it will occupy the entire digit and nothing else can be worn on it but it does not interfere with wielding weapons.
It has a wickedly sharp point and a reverse edge that runs some 2 inches along the inside curve. It may inflict any Specific Grievous Injury except 26 - 30, 35, 36, 68 or 69 (no amputations).
Base Strike Chance is calculated as for Unarmed Combat but the base Damage calculation is D10 - 1, and it will accept any Weapon spells except Dark/Light Sword, Weapon of Flames or Rune Weapon.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Enchantment |
Wand of Frost & Fire
This wand of marble chased with bronze is 14 inches long, 1/2 inch thick and weighs 1/2 lb. It allows the wielder to reverse the effects of a General Knowledge Ice or Fire College spell. Thus, a Refrigeration spell may be cast as a Spell of Temperature Alteration, an Ice Creation spell may be used to thaw a like amount of ice, similarly with the Water to Ice spell.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Magical | Enchantment |
Tilting Bootstraps
These bootstraps may be attached to any boots except solerets and the like. They increase the wearer's Encumbrance by 1 lb each.
A wearer who has these straps attached to their boots will be able to vary their relationship to their surroundings by 2 degrees * Rank in Ranger if the terrain of specialisation is rough (mountains, hills, caves or the like). This only affects the wearer, no one else is affected, however the wearer may, for example, slide "down" a perfectly flat surface.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
| Southgate Rot | Autumn 817 | Alusia | Formerly living | Angles |
Jewellery
Amulets
Amulet of Luck
This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.
Enhanced Amulet of Diamonds
This amulet of diamonds increases the Strike Chances of any weapon used in Melee or Close by 2 and increases the Damage Modifier by 1
Enhanced Amulet of Jade
This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Enhanced Amulet of Iron
This amulet of iron, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the devils and demons. In addition, any Cast or Strike check vs devils and demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Enhanced Amulet of Amethyst
This amulet of amethyst, when worn openly around the neck or on the forehead, wards against dreams and nightmares. The wearer may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to a Magic Resistance check against dreams and nightmares, this amulet provides one.
Enhanced Amulet of Luck
This amulet of a polished tiger's fang when it is worn openly from the left ear adds 2 to the wearer's Magic Resistance and 3 to their Defence. This stacks with one other Amulet of Luck. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox to recharge it.
Enhanced Amulet of Aquilegius
This amulet of a tiny violet flower, when it is worn openly on the breast as a lapel or cloak pin, adds 10 the wearer's chance to avoid succumbing to the effects of Fear, and also reduce the Fright Check result by 10.
Enhanced Amulet of Elder Flowers
This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic, choosing the best. If the Curse magic does not normally allow any, they are entitled to one.
Amulet of Dilation
This amulet is made of a large, cut onyx cast into a bronze setting and weighs 4 oz. It must be worn on the chest or as a cloak pin to be effective.
The name of a General Knowledge spell must be engraved onto the face of the onyx. When that spell is cast on the wearer, the duration will be tripled.
Allies
Spare the Rod
Spare is a light mace that weighs 3lbs. The wielder adds Spare's PS and MD to their own while wielding him. The base Strike Chance is 50%, base Damage is 1 rollup D10 + 4, and there is no chance of him being broken as a result of being "overstrengthed" unless PS climbs higher than 40. He has these characteristics:
| PS: | 16 | MD: | 9 | AG: | - | MA: | 22 | EN: | - | FT: | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 20 | PC: | 18 | PB: | 7 | TMR: | - | NA: | - | ||
He may Detect Aura but can only determine if an object/entity has a magical aura.
He may cast the Illusion of Seeming at Rank 0 at a cost of 2 FT (32% Cast Chance).
If his wielder has Purified with him, he may increase the Rank of a spell by 1. This can only be done 3 times, resetting at the next Purification at dawn..
Spare will never ally himself with someone who he perceives as evil or even merely callous. He will, at the very least, withdraw his services from such a person, and may actively work towards their end. He is an astute judge of character and can read his wielder's empathic state so it is hard to convince him of a lie.
Any Primary Characteristic may be advanced 5 points at the usual cost except for those marked with "-", PC may be raised to 25 and FT to 13. The talent and spell may also be Ranked at the usual costs. Reduction to Experience Cost for high MA are not applied unless all of the spells and rituals of the College of Illusion Magic is learnt. No more than 10% of the ally's Experience may be spent on Spare, and a separate Ranking record must be kept.
Lore
Scroll of Physick
This scroll has been made from the mummified leaves of a pandanus. It is not very old but very fragile and will not last out the season. Reading it over a period of 8 weeks will teach one person the Artisan Skill of the Physick.
It requires the expert use of a physicker's kit, and doing so allows them to:
- increase their patient's EN by their Rank for the purpose of calculating how much natural healing they recover in three days of rest
- this takes about 4 hour's attention in any given day
- increase their patient's EN by their Rank for the purpose of preventing or recovering from infection
- this takes about 1 hour's attention in any given day
- reduces by 1 the number of days natural healing takes at Rank 5, and by 2 at Rank 10
- this takes about 4 hour's attention in any given day
These abilities stack with the abilities of a Healer where possible.
- Note
- A physicker's kit holds 10 applications. A wise physicker will carry more than one.
Obligations
Special Abilities
Ancient Cantrip
Ancient cantrips are similar in many ways to standard ones: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.
Deep Breath
Range: Self
Duration: MA Pulses
Effects: The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.
Aid
Range: 10 feet
Duration: Rest of the Pulse
Effects: The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another's spell. In other words, if the Adept's MA is 20, they may increase the Cast Chance of another's spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.
Lumen
Range: MA feet
Duration: MA minutes
Effects: The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.
Shadow Shape
Range: Self
Duration: MA minutes
Effects: The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light
Spinning Grass
Range: Touch
Duration: MA minutes x 10
Effects; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.
Incantations
Mist - Mists of Gyges
Effects: The mist the Adept summons is invisible, as are 1 entity (+ 1 per 3 or fraction Ranks) with in it. Everyone inside the mist can see the others, whether visible or not. If the spell is of a higher Rank than an observer's Witchsight, Wizardsight, Second Sight or Enhanced Vision, entities within the mist may not be clearly identified or directly targeted. An entity who moves more than 1 Hex per Pulse will be clearly visible.
The mist imposes no penalty to visibility for those inside or outside it.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3, reduces WP value by 3.
Mist - Mists of Himony
Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Target: Volume
Effects: The entire area affected by the spell exudes a sharp, peppery odour from the ground, and all breathing entities within it, except the Adept or those protected by Vapor Breathing of equal or higher Rank, must make a Will Power check or be wracked with sneezing. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:
| Rank | Multiplier |
| 0–5 | 5 |
| 6–10 | 4 |
| 11- 14 | 3 |
| 15 - 17 | 2 |
| 18 & 19 | 1 |
| 20 | 1/2 |
Those entities who fail are afflicted with sneezing, have their Strike Chances reduced by 10 (+ 1 / Rank) and must make a Concentration Check to Cast Spells. Executing Ritual magic is out of the question. The multiplier for the check is the same as that for resisting the sneezing fit. In addition, this spell causes a thick, roiling lavendar mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank), and reduces the range of all forms of vision, within the mist, to 20 feet (- 1 foot / Rank).
Entities not in the habit of breathing will, largely, ignore the sneezing fit unless it is fashionable and they are a Courtier/Courtesan.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Summon Avians - Hornets of Pharpharash
Conjure the Hornets of Pharpharash
Range: 20 feet
Duration: Immediate
Resist: None
Target: Hornets of Pharpharash
Effects: If the cast is successful, the Hornets of Pharpharash will appear with a combined Fatigue and Endurance of 15 (+ 5 / Rank) appears as a cloud of large, flying, stinging insects within 20 feet. The Adept may automatically cast a Spell of Controlling Avians to see if they control this elemental force. This requires a separate Cast check and additional FT to cast, but does not require any Preparation, being cast in conjunction with this one.
The Hornets appear as a swarm with vagueily cylindrical proportions, Rank feet high and 15 feet across (+10 feet per 10 full Ranks). It will expand to fill a volume and may even move around corners. It may fly at a movement rate of 500 yards per minute
| PS: | 2 | MD: | None | AG: | 22 | MA: | None | EN: | 4 | FT: | 6 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 9 | PC: | 17 | PB: | 5 | TMR: | 10 | NA: | None | ||
- Weapon
- The Hornets attack as a swarm on its Engaged Initiative Value without needing to make a Strike Action, although venom damage is applied at the end of the Pulse. Armour does not Protect against the attack unless specially sealed against it, in which case it is normally effective. Instead, the following schedule is consulted.
| Armour | D10 |
| Leather | =<5 |
| Scale | =<6 |
| Lamellar | =<6 |
| Partial Plate | =<6 |
| Chain | =<7 |
| Full Plate | =<8 |
A victim who rolls the indicated number or less has been protected by their armour and has not been stung, 10 always being a failure. The DM may adjust these values by 1 to reflect especially good or poor quality armour. Those who fail take D10 - 3 + 1 per 2 full Ranks. This venom works for 3 Pulses.
The swarm has no Protection value, but attacks can inflict no nore than 7 damage on it for each target (e.g. Rank 10 Necrosis will inflict D10 + 20 damage on 4 targets for a maximum of 28 per Cast upon the swarm). Attacks that affect volumes (Lightning, Fire Ball, Dragonflames, Blackfire and the like) may inflict normal damage at the DM's discretion.
Controlling Avians
Range: 20 feet
Duration: Concentration, no maximum
Resist: None
Target: Flying Entity
Effects: The Adept may attempt to control the Hornets of Pharpharash they have just summoned who do not get to Resist. If successful in establishing control over these elemental forces, the Adept maintains control until their concentration is broken or they banish the Elemental with a General Knowledge counterspell of the College of Air Magics. If they fail to gain control of the Elemental or gain control but have their concentration broken, the Hornets will immediately attack them. The Adept cannot banish them if they do not control them.
Cost: 1750 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
Barrier of Wind - Shelter of Sammarsaides
Range: Self
Storage: Potion
Effects: In addition to its other properites, this incantation of the Barrier of Wind spell protects the Adept from the first Rank points from physical damage or breath weapons, resetting at the beginning of the Pulse. This is calculated after Resistance checks are made, if allowed, but before any other reductions are applied.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Lightning Bolt - Break the Sky
Range: 75 feet + 15 / Rank
Duration: Immediate
Resist: Passive
Target: Area
Effects: This incantation can only be cast outside during a storm. The Adept calls a massive lightning stroke so large it appears as if the sky has cracked. It will crash from the clouds down to a given area within the Adept’s range. The stroke is targeted to hit a specific hex and any entities within the stroke suffer [D + 12] (+ 4 / Rank) damage. Entities within adjacent hexes suffer [D + 2] (+ 1 / Rank) damage. If an entity successfully resists it suffers only half damage (round up). This spell will have no effect if it is targeted on a hex which is already a target of this spell.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
Ice Armour
Range: Self
Duration: 1 hour + 1/2 hour / Rank
Experience Multiple: 250
Base Chance: 40%
Resist: None
Target: Entity
Storage: Potion
Effects: The magic will cover the Adept's body or armour with ice, adding 2% (+ 3 per two full Ranks) to their defence and Rank / 4 points to their Protection value . The armour will absorb Rank fire damage per Pulse, resetting at the beginning of each Pulse. This is counted after all damage reductions are applied. If the Rank is greater than 10 but less than 20, any Grievous Blow will shatter the ice but, in that case, the specific grievous injury will not be applied to the Adept. If the Rank is 20 or higher, it will take two Grievous Blows to shatter the ice but, similarly, neither of them will be applied to the Adept.