Network of Sin - Treasure

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Consumables

Potions

Remove Curse Potion

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, it will remove any minor Curse or a major Curse where the MA is less than 28.


Non-Detection x 2

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, this potion will make the unfindable by Location or Whispering Wind spell.

Bludgeon Oil

This oil weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
If a stone, rock or bullet is annointed with this oil, it will inflict 6 rollup D10 damage in addition to the damage the weapon would normally do.
The weapon which it was annointed with will be destroyed in the process, and the magic of the oil will fade an hour after application.

Circle of Protection

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
The imbiber is surrounded by a field that will flare into a glowing arc of green when it's protection is called upon. The imbiber ignores the first 20 points of damage from any source per Pulse. In addition, 5 is added to the result of any attack roll against the imbiber.

Blessed Weapon

This oil weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
If it annoints a weapon, it will become "holy", increasing Strike Chance by 10, and doubling damage vs unholy creatures. The magic of the oil will fade an hour after application.

Sanctuary

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
It will only work for an imbiber who has an honourable reputation.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while they are not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.

Resist Temperature

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next 15 hours, the imbiber is considered to have the Resist Temperature Talent of the College of the Sorceries of the Mind at Rank 15.

Magic Fang

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next week, any natural attack (bite, claws etc) will be a legal target for a Weapon spell.

Pact Cloak x 4

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next day, any attempt to detect if the imbiber has a Pact of any kind will return the answer "No answer".

Elixir of Enhancing Enchantment x 3

This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
Whoever drinks this potion will have one Talent of their choice increased by 3 Ranks to a maximum of 20, 4 Ranks to a maximum of 15 or 10 Ranks to a maximum of 10, whichever would generate the lowest Rank, until the Twelfth Night of the Days of Chaos 814 WK.

Armour

Image Folding Armour

This armour is covered in fine, colour shifting scales, has a weight factor of 2, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 6 who has the leather armour and scale proficiencies. It will cost them 2,500sp per size factor reduced, and they will likely charge more for their Skill.
The armour provides 9 Protection, Spell Armour of 4, Spell Armour of 9 vs cold damage. The scales increase the wearers Stealth by +10 and their MR by +10 vs cold magic. If the wearer is grappled, they may attempt to slip out of their opponents grasp by Breaking 100 + AG + MD (+any Rank in Escape Artist) and this is a Free Act.
Once a day, the armour may take on the appearance of any clothing the wearer likes. The Rank of this clothing is equal to their Rank in Courtier.


Scale Mail

This armour is covered in thick, heavy scales of an azure blue colour and is considered to be chain mail. It has a weight factor of 4, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 7 who has the leather armour, chain and scale proficiencies. It will cost them 2,500sp pper size factor reduced, and they will likely charge more for the Skill.
This armour provides 9 Protection, 9 Spell Armour vs Lightning damage, reduces all damage by 3. and improves the wearer's Magic Resistance vs Lightning is increased by 9.
The wearer's PS and MD are increased by 3, and they acquire a Claw (base Strike Chance 50%, +6, B Class, MC, inflicts an additional D10 of Lightning damage + an additional D10 of Thunder damage). This may be Ranked as a Cestus.

Miscellaneous

Caster's Shield

This shield weighs 5 lbs, reduces MD by 3 and provides 5 Def per Rank.
The shield may be Prepared with an Invested Scroll, which takes 5 minutes, by carefully fitting it into the back of the shield. The Scroll may be Triggered subsequently and only takes a Magical Fire Action. No other Invested magic can be Triggered from the shield until it has been prepared again.

Heavy Shield

This shield weighs 10 lbs, reduces MD by 3 and provides 6 Def per Rank.
The wielder increases their Protection by half their Rank in Warrior vs attacks that come through their front hexes.

Tower Shield

This shield weighs 15 lbs, reduces MD by 4 and provides 7 Def per Rank.
The shield may be cast onto the ground, whereupon it will grow over a period of 6 Pulses into a round stone tower 10 metres high. The tower is 9 metres wide, the walls 50 cms thick, windowless, and the door is seasoned oak reinforced with bronze. It is two storeys high, and in the upper floor, there are 12 arrow slit windows, 3 for each compass bearing.
The walls have a Protection value of 20, and a combined EN & FT of 1,000. The roof has a Protection value of 10 and a combined EN & FT of 250. However, walls and ceiling are legal targets for Armour of Earth and Strength of Stone (EN). Damage to the combined EN & FT of the walls and ceiling may be repaired with Earth Transformation, 1 point of Protection or combined EN & FT (but not both) may be thus repaired.
This ability may not be used again until the shield has been exposed for three nights of the full moon.

Hamsa Amulet

This amulet of a two-thumbed hand weighs 2oz. It is made from wrought silver wire and lapis lazuli.
While it is worn around the neck, three times a day, the Adept need only Cast a spell by uttering, gestures are not required.

Belt of Giant Strength

This belt has been made with links of Cold-forged Iron, and weighs 10lbs. It increases the wearer's PS by 6 but prevents the wearer from using any non-Racial magic.

Dodging Ring

This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.


Special Abilities

Mordrin's Regeneration

Exp. Mult.: 350
Effects: Mordrin may Heal herself as if she practised that profession at Rank 10. The number of Ranks she may apply to herself in any given day is equal to her Rank in this Talent to a maximum of 10. This does not cost any FT, but takes as much time as if she were a Rank 10 Healer. She may not, however, Transfer Fatigue, Preserve the Dead, Resurrect, nor may she Regenerate Vital Organs when they are the heart of the brain. Indeed, she may not use this Talent at all if she is dead, although it will work if she is unconscious.

Example
Mordrin has the Talent at Rank 10, has taken 17 points of EN damage, had a hand amputated and is suffering from a bleeder. The bleeder requires Rank 1 Healer to cure, reattaching the hand requires Rank 7, the lost EN will require Rank 3, so Mordrin cannot cure the EN loss until the next day.