War-Wolves of Londinium - Treasure
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Consumables
Other
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Grenadoes
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Charms
Herbs
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Herbal Draughts
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Potions
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Scrolls
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 |
Invested Items
Amulets
Agate Amulet

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.
| Charges | ||
|---|---|---|
| 3 | 2 | 1 |
Once all of the charges are used, the amulet fades to a greenish dust.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
| War-Wolves | Autumn 816 | Hell | Formerly living | Affliction | 3,000sp |
Gems
These gems have the listed Base Chance. It is modified by the user's Enchantment and MA not the investor's, and if subject to environmental bonuses, then the ones that pertain when it is Triggered are the ones that apply. This may prevent an invested item from discharging. Each gem is Triggered with a Magical Fire Action, and discharges on the wielder's Unengaged Initiative. A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a standard gem of its valuation.
Actorios Intaglio
value: 4,500 sp
Once this gem has been used, it may be made into a prism that allows the user to bend darkness. Darkness can be bent to deflect it away from covering the user's entire hex, or deforming the volume of a darkness spell by 75 cubic feet.
These spells may be cast in two different ways, as below:
Sacrifice
Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:
- Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
- Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.
Sacrifice
Range: Self
Duration: 160 seconds
Base Chance: 50%
Resist: Passive
Target: Any living creature
Effects:
- Once this spell is triggered, the user's hands are wrapped in crimson-flecked shadows the colour of old blood. On a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN to the Adept. If they successfully Resist, they are drained of up to 15 EN and 15 FT, In either case, the Adept may use the EN and/or FT drained to repair damage to their respective EN and FT.
- Once this spell is triggered, the user's hands appear wrapped in white samite lit by the dawn. They may touch a living entity and entirely heal all of the damage they have received, except Specific Grievous Injuries at the cost of stripping themselves entirely of EN. If the target is undead, then on a successful Strike with a natural weapon (e.g. a foot or hand), the target must Resist or surrender all of their current FT and EN which will destroy them. If they successfully Resist, they are drained of up to 15 EN and 15 FT which may destroy them, In either case, if the user survives, they will have stored the undead EN and/or FT drained in their heart which may be used to manifest holy effects, independent of their faith or state of grace. Five of these points is enough to create 1 phial of holy water (which inflicts D10 + 9 to the unholy and forces the diabolical to roll on the Fear Table), for example.
Opening the Gate
Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:
- of the East
- The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
- of the West
- If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.
Opening the Gate
Range: Touch
Duration: Immediate, during Pulse
Base Chance: 50%
Resist: None
Target: Any living, dead or undead creature
Effects:
- of the East
- The user must immediately touch any body part of a dead entity who must Break 100 + 3 x Base EN. If the dead entity succeeds, they reduce their base EN by 1 but are Resurrected with half their EN and half their FT restored. Opening the Gate of the East on undead will destroy them without any opportunity to Resist. Nevertheless, they will be able to sense the kind of energies at work at the working of this spell will not let themselves be touched ordinarily. In such cases, the user must succeed in a Strike Check to lay hands upon the undead.
- of the West
- If the user lays hands upon a living creature, they will die. However, mortals will definitely feel the energies at work in this spell and strenuously avoid being touched, so the user must succeed in a Strike Check to lay hands upon them. Opening the Gate of the West on undead will restore them entirely, so long as they have not yet been destroyed. They do not usually avoid such magic.
Working the Flesh
Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'
- to Cure
- The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
- to Harm
- The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.
Working the Flesh
Range: 30 feet
Duration: Special
Base Chance: 50%
Resist: None
Target: Any living creature
Effects:'
- to Cure
- The user points to a living entity within range who will be healed of 2 rollup D10 damage immediately, then again the next Pulse, and the Pulse after that.
- to Harm
- The user points to a living entity within range who will take 2 rollup d10 damage immediately, then again the next Pulse, and the Pulse after that. This damage may not be avoided by Protection, Spell Armour, EN armour or Damage Reduction, unless the Damage Reduction specifically states that it protects against damage from magic like Disruption or Putrid Wound.
- Two Abysmal Demons
Demons of the Abyss are not considered unholy and have no Generic True Name. They do, however, have Individual True Names.
Pissenlit
Pissenlit is a demon of the Abyss and can be invoked for one service per day. He has two abilities, only one of which may be chosen at a time:
- empower his master's touch so that the first person he successfully Strikes with it will suffer from an urgent call of nature, causing enough discomfort that they will act as if they were a victims of a Rank 10 Hex until they can relieve themselves. This is not Resistable.
- empowers his master in such a way that when they pass water onto stone or wood it will rot away to a noisome mess in 5 minutes. Other materials are not affected except as normal. The DM is encouraged to sensible doubt when a player swears they could paint the entire side of a barn with one glorious outpouring. Should the claims grow vexatious, demand proof.
Pissenlit has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who allows 4 drops of their heart blood to fall upon a dandelion every Tuesday at dusk. This inflicts 4 EN damage on the caster, which may be cured back in the normal way. If this rite is not performed, Pissenlit is allowed to resist the magic that binds him, (25% chance). If he succeeds, he will instantly vanish back to the Abyss.
Pankreass
Pankreass is a demon of the Abyss and can be invoked for one service per day. He has two abilities, only one of which may be chosen at a time:
- Immediately stops the bleeding and cures this Specific Grievous Injury in 4 Pulses:
- 14–18 Tsk, tsk. A wound of the solid viscera. Usually fatal. Take 3 Damage Points to Endurance immediately and 1 per pulse thereafter until the bleeding is stopped by a Healer of Rank 2 or above or you die. Add 30 to the chance of infection.
- Doubles the caster's base PS for 4 Pulses.
Pankreass has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who eats a cup of boiled barley on Saturday at noon. If this is not done, Pankreass is allowed to resist the magic that binds him, (25% chance). If he succeeds, he will instantly vanish back to the Abyss.
Miscellaneous
Weapons
The Strange Fork
This hafted weapon has a 5 foot shaft made from black cedar of Soryandum with a glass fork about 1 foot long at the end and weighs 2 lbs. The internal curve of the fork is a parabola and is wickedly sharp. It is treated as if it were a glaive, except that it may inflict any A or C Class wounds but only odd numbered B Class injuries. The base Strike Chance of the fork is 61% and the base damage is 1 rollup D10 + 4.
Once a bonding cost of 1 EN has been paid, the fork has these functions:
- The wielder increases their Defence by 2 (+2 per Rank in glaive). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 in glaive and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
- The wielder subtracts their Rank in glaive from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in glaive.
- The counterspells of one extra college may be cast on the fork, to the benefit of the wielder.
- The fork amplifies the effectiveness of
- the Adhesion spell so that it affects 1 hex (+1 hex per Rank). These need not be contiguous.
- the Bound Speech spell so that it may also be cast upon non-sentient entities, allowing them to speak in a language the wielder knows. Sentient entities simply speak in a language they know. The duration is 1 hour (+ 30 minutes per Rank).
- Incantations
Disintegration - Column of Annihilation
Name: Column of Annihilation
Spell: Disintegration
Range: 30 feet (+5 feet per Rank)
Effects: This incantation may be cast in two ways, chosen by the Adept at the time of casting:
- A pale, greyish light emanates from the Adept’s fingertips which travels to the extent of the spell’s range, and is 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the volume of the column will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage.
- A black beam emanates from the Adept's fingertips which travels to the extent of the spell's range and is 5 feet wide. The Adept may increase the width of the beam by 1 feet for every 2 Ranks. Anything in the volume of the column will be affected by it: objects will be entirely annihilated leaving nothing behind, corporeal entities must resist or similarly be annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.
Wall of Dust & Sand - Wall of Stone
Name: Wall of Stone
Spell: Wall of Dust & Sand
Effects: This incantation of the Wall of Dust & Sand spell creates a 10 foot high, 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The Adept increases any dimension by 1 foot per Rank but may not attempt to create a wall on top of an entity.
Durability - Shield
Name: Shield
Spell:Durability
Range: Touch
'Duration: 1 hour + 1 / Rank
Target: Entity
Effects: This incantation of the Durability spell will create a shield of protection around the target, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target.
- Power Words
When the spell of Bound Speech is cast upon it, the fork acts as a phylactery for the following Power Words:
They are uttered by the fork but the FT cost and Free Act is spent by the wielder.
- If the spell of Animating Objects is cast upon it, the
- PS and MD requirements drop by its Rank.
- Strike Chance of the weapon will improve by its Rank
- wielder may pass the fork their Navigation skill and give them control of a current Instill Flight spell, making it durational.
- Certain spells may be invested in the fork at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the fork, but any combination is allowed. The following spells or types of magic are allowed:
| Counterspells | Animating Objects | Gliding | Darkness |
| Insubstantial walls | Light | Telekinesis | Fireball |
| Damnum Magnatum | Open Lock | Air Blast | Earth Tremor |
- The wielder releases the spells stored by using a Cast Action. They are not Triggered.
Weapon spells may be cast upon the fork but do not provide any benefit except that a Weapon of Flames spell will cause it to erupt into flames and do more damage to the undead and creatures of cold, a Spectral Weapon will allow it to strike insubstantial creatures, etc.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | Lemuria | Formerly living | Strange | Quest |
Trident of Fish Command
The haft of this trident is made from hardened pink coral, which narrows to a thinner, bronze shaft. The two outer blades curve sabre-like on either side of a somewhat recessed middle tine. The base Strike Chance is 53%, the base Damage is 1 rollup D10 + 4. It may be advanced beyond the normal maximum of 5, the Experience cost being 3,000 for Ranks 6, 7 and 8. These enhanced Ranks do not contribute to Warrior's ranking requirement, nor do these Ranks count with respect to weapon familiarity. It inflicts A and B Class injuries.
Otherwise, the trident:
- halves the FT cost to cast Control Aquatic Life
- allows the wielder to double the number of aquatic creatures they can control
- allows the wielder to change the duration of the Control Aquatic Life spell to 10 minutes per Rank in this trident
- halves the time it takes for Summoned Aquatic Creatures to arrive
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | Lemuria | Formerly living | Water | 13,450sp |
Net of Bound Sea
This pool of seawater weighs 2 lbs, occupies a volume of 1 1/2 pints and may be carried in a flask. While it is Bound, it may be poured onto the binder's body, whereupon it will spread over them, forming delicate, translucent links, settling over a shoulder down to their forearm after 3 Pass Actions. Hints of the sea may be observed in the links from time to time.
The net is treated as a shield, providing 4 points of Defence for each Rank (Rank 0 included). There is no MD penalty.
The net has a base Strike Chance of 43% and further enhanced by the wielder's Rank in Binding Water, but it's properties differ depending on the immersion of the target;
- Immersed
- the net inflicts 1 rollup D10 relentless constriction damage, meaning that whatever is rolled, the damage can never be less than the previous amount. If the previous damage rolled was 8, and a 1 is rolled, then the damage is 8. If the net inflicts 40 damage the Binding is broken and will dissociate into the water around it. If a Strike is successful, no subsequent check is needed. The net does not inflict Specific Grievous Injuries, although damage directly to EN may be applied. Subsequent damage, however, is then applied to FT, EN when FT is exhausted.
- Above water
- the net does not inflict damage, but any successful strike forces the target to make a 2 x AG check to keep their footing. If they do not succeed, they must spend 2 Pass Actions to exit the hex. The DM is encouraged to modify this by any circumstantial conditions they see fit.
The net will attempt to return to it's Binder at their mental summons, moving at a TMR of 4, unless it has been disassociated. It may be distinguished from the surrounding water by successful use of the Dowsing Talent if it has been dissociated, however.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | Tanuel | Magical | Water | 15,750sp |
Loyal Buckler
This buckler weighs 2 lbs, and bears a sign of a raised gauntlet gules on it. It is animated to some degree, and very loyal, so, once it is used to its owner (which will take a month), it will shift its weight to give added defensive benefit. It provides 3 Def for each Rank and improves MD by 1. The wielder's Def is increased against ranged attacks by an extra 2 Def for each Rank.
Once per Pulse, if the wielder has been struck by missile weapon (a rock, dart, arrow or the like) which weighs less than 2 lbs, then if the wielder Breaks 100 + 2 x MD then the gauntlet has come to life and grabbed it before any harm could be inflicted.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | The Green | Magical | Animation | 3,084sp |
Shield of Phased Steel
This knight's shield is made from steel which has been accidentally dimensionally stressed so that some of its properties align along functional attitudes. A bonding cost of 1 EN is required for it to be effective. It weighs 5 lbs, provides 5 points of Def for each Rank in shield, and penalises MD by 2.
It need not be carried, since it will follow the one it is bonded to in its own strange perspective of reality. However, when it is Prepared, it does encumber and counts as cold iron. Any attempt to use any magic which is not Racial in nature will automatically fail. On the other hand, they ignore the first 3 points of magical damage per Pulse and their Magic Resistance is increased by 2. Both values increase by 1 for each Rank in Shield.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | The Green | Magical | Animation | 13,920sp |
Wyvern Sting x 3
This wyvern's sting can be made into a tulwar that weighs 2 lbs, has a base Strike Chance of 50% and base Damage of 2 rollup D10. There is no chance of breaking this weapon by over-strengthing it unless the wielder's PS is 60 or greater.
When rolling dice for this weapon, a "9" is read as a "0".
It has a long memory and a bitter disposition.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | The Green | Formerly living | - | 13,920sp |
Armour
Vambraces of Defence
These fish scale vambraces are made from an unusual ally of silver and weigh 1 lb 10 oz each. The left vambrace provides 3 Spell Armour to a maximum of 12, while the right provides 3 Protection to a maximum of 12. If they are worn together, they increase the wearer's Defence by 5.
The wearer recovers no FT for the first 3 hours while sleeping or resting.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | A Certain Shore | Magical | Protection | 12,400sp |
Robe of the Tides
These robes are made from some heavy, dark blue material and have a weight factor of 1. They will fit anyone of size 6 and allow the wearer to be in contact with the element of water, specifically the sea. However, there are no bonuses to magic.
- They provide 4 Protection, 6 Spell Armour and 1 point of Damage Reduction vs all incoming magic. It will, therefore, ignore the first 5 points of FT damage from a blow or 7 damage from a spell, excluding damage from Necrosis, Putrid Wound, Disruption or similar magic. Once per season or adventure, whichever is least, the wearer may sacrifice EN to the robe which will increase its Damage Reduction by 1. This doubles each time so that to raise the Damage Reduction to 2 costs 1 EN, to raise it to 3 costs 4 EN, to raise it to 4 costs 8 EN and so on. This EN may be bought back in the usual way.
- The wearer subtracts 10 from the die roll when Resisting magic, making it easier. If the wearer's Magic Resistance check versus a hostile spell can be modified to 01, then no part of the spell affects them or the hex in which they are standing. This would mean that they would not take any damage from Dragonflames, nor be affected in anyway by an Earth Tremor spell if they rolled low enough.
- The duration of Waters of Vision becomes 1 minute
- When they roll under their Dowsing Base Chance, the wearer can sense the presence of Water Elementals and Water Sprites raised from Binding Water within 10 feet (+10 feet per Rank in Dowsing), and target them when they are within 1 foot (+2 feet per Rank), so long as they have, in principle, direct line of sight.
- The wearer is a legal target for the Mage Current spell.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| War-Wolves | Autumn 816 | Lemuria | Magical | Protection | 11,400sp |
Jewellery
Amulets
Enhanced Amulet of Jet
This polished jet amulet, when it is worn openly around the neck increases the wearer's Initiative by 8 versus demonic or diabolic entities from any plane. In addition, any Cast or Strike check vs these entities that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8. Does not stack with a standard Amulet of Jet.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| War-Wolves | Autumn 816 | A Certain Shore | None | Stone Lore | 9,600sp |
Enhanced Amulet of Diamonds
This amulet of diamonds, when it is worn openly around the neck, increases the wearer's MD by 2. Does not stack with a standard Amulet of Diamonds.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| War-Wolves | Autumn 816 | A Certain Shore | None | Stone Lore | 16,000sp |
Enhanced Amulet of Hypericum
This amulet, when it is worn pinned to the right forearm will allow them to subtract 10 from the die roll versus any magical act of a demonic or diabolic entity from any realm. In addition, the wearer ignores the first 7 damage from such creatures each Pulse. This is resolved before any other mitigation. Does not stack with a standard Amulet of Hypericum.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| War-Wolves | Autumn 816 | A Certain Shore | None | Stone Lore | 1,600sp |
Miscellaneous
Spell Rack
Shell of the Sea
This delicate shell is a cone 8 inches long and 4 inches across. It is a nacreous shade of gold and weighs 1 lb. It is a spell rack .
In addition, the Adept may store up to 12 FT in the shell on the final night of the full moon. They may use this FT to cast magic, but cannot be used to absorb damage.
It contains these incantations:
Ink
Name: Ink
Spell: Creating Fog
Target: Volume of Water
Effects: This incantation of Creating Fog creates 1000 cubic feet (+500 / Rank) of obscuring ink entirely within range. The ink must be continuous and all entities within the volume of effect have their Strike Chances reduced by 5% (+1 / Rank) due to limited visibility. Visibility is reduced to 1 hex. Water Breathing does not penetrate this obscurement.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Plague of Flying Fish
Name: Plague of Flying Fish
Spell: Rain Storm
Effects: This incantation of Rain Storm causes flying fish to erupt out of the sea and rain down over a hex (+ 10 ft diameter for every 5 full Ranks). It may not be cast any further from the sea than 20 feet (+20 feet per Rank). Anything in the area of effect must Resist or suffer 1 rollup D10 + Rank damage from biting fish, although Protection applies. Those that successfully Resist take no damage, but any entity that takes damage must Break 100 -> EN or suffer the effects of a magical venom which will inflict 1 point of AG damage every 10 minutes. The duration of the venom lasts for 10 minutes per even-numbered Rank, it is considered synthetic in nature, and its Rank is the same as the Rank of the spell.
There is no remedy to cure the AG loss, but a victim will recover 1 point of AG for every 3 days of rest.
Anyone in the area of effect will smell strongly of fish until they have a proper bath. Anyone attempting to track them by scent will have their base chance increased by 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Waters of Restoration
Name: Waters of Restoration
Spell: Waters of Healing
Effects: The spell creates out of drinkable water a potion which, when imbibed, subtracts 2 from Endurance and repairs 4 lost Fatigue. The amount subtracted from Endurance is increased by 1 and the amount of Fatigue repaired is increased by 2 per Rank. The fatigue so restored may have been lost through damage or tiredness, including spell casting. The potion will only restore lost Fatigue.
This spell can be prepared in two ways:
- The Adept can turn water into a restorative potion of the Rank of the spell that will last until the next dawn. The effects of drinking the potion may be resisted. The Endurance damage caused by this potion may be healed by normal means.
- A potion that, if dashed into an entity's face will give them the experience of an hour of peaceful rest and meditation observing the ebb and flow of the tides. This will happen in the blink of an eye. They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person). This potion will last until dawn. If 500sp worth of special salts and tinctures are added to the potion, it is permanent until used.
Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.
Fluidity
Name: Fluidity
Spell: Wave Control
Target: Self
Effects: This incantation of the Wave Control spell targets the Adept, allowing them to move their body extremely fluidly to avoid harm. In general, the Adept may add or subtract the Rank of this spell, to their benefit, from the result of a Check to avoid harm by the use of Agility. If they are struck by an attack which they might reasonably avoid if their body was extremely supple, and they Break 100 -> AG + Rank. If successful, they have bent out of the way and avoided all of the harm. This would apply to physical attacks, and those magical attacks that are delivered as bolts, spears, javelins, darts, hammers or the like, including the Lightning spell. However, magic that affects a volume, or targets entities directly like Putrid Wound are unaffected. Neither may the ability be used against surprise attacks or ones that can't be seen.
This ability may be used no more than once a Pulse, and requires a Free Act.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
| Adventure | Season | Plane of Origin | Nature of Magic | Value | GM |
| War-Wolves | Autumn 816 | Lemuria | Metamagic | Quest |
Allies
| Adventure | Season | Plane of Origin | GM |
| War-Wolves | Autumn 816 |
Lore
| Adventure | Season | Plane of Origin | Value | GM |
| War-Wolves | Autumn 816 | Quest |
Abilities
The Name of Shelter
This is the Individual True Name of a small rocky area that forms in irregular circle about three hexes across. On the northernmost side, a rowan tree leans its branches over forming a shelter for those inside. The branches do not quite complete the circle, leaving a gap a hex wide on the southern most side.
If this ITN is known by an Adept with a Spell of Name Change, then they may transform into this shape.
It takes an hour - 3 minutes per Rank of the spell, minimum 1 Pulse to perform the transformation. Although there are no changes to their stats, any Protection they are wearing is considered Damage Reduction, and they ignore most Specific Grievous Injuries. The rowan is flammable, meaning that, in this form, the Adept will always fail a Magic Resistance check vs fire magic, and they will catch on fire and may entirely burn up if not extinguished. On a positive note, however, Damage Reduction is still applied. Once the spell is ended, the Adept will assume their normal form a Pulse later. The concentration element of the duration does not change, however the Adept enters a trance state which allows them to recover FT as if they were sleeping, yet remain alert.
For the purposes of recovering EN lost to damage, 1 hour in this shape counts as 4 hours of bed rest, + 1 per Rank in the ITN.
For the purposes of recovering FT lost to damage and exhaustion, for every hour they spend in this shape, the Adept recovers 2 points of FT + 1 for every 5 Ranks in the ITN.
EN damage, excluding that caused by the special damage of Specific Grievous Injuries, must be healed back before any FT may be recovered.
The enfolding rowan branches count as a Wall of Thorns of the same Rank as the ITN, the internal diameter increasing by 2 hexes at Rank 10 and Rank 20.
Berries, when they appear, are edible but unpleasantly bitter. Birds love them, however, and they are often used as bait to trap them.
- In Fruit
- the rowan may be harvested once. A Herbalist of Rank 2+ who knows the formula may collect sufficient berries to make 1 tisane (+ 1 for each even- numbered Rank in the Skill). The tisane may be one that cures infection or relieves asthma.
- In Harvest
- the rowan may be harvested once. A Herbalist of Rank 7+ who knows the formula, may prepare a single draught that will improve Magic Resistance vs the College of Wicca and the non-College magic of creatures of the Seventh Plane.
These preparations are preserved and will begin to degrade in the usual way when the Adept is dead.
- In Harvest
- a Ranger of Rank 4 may choose 1 (+1 per 3 Ranks in the Skill) twig to serve as a dowsing rod that will locate metal ores that are less than 25 feet away if they roll under their PC on percentiles. This will last for 1 month (+ 1 month for every 2 Ranks in this Skill).
| Adventure | Season | Plane of Origin | Value | GM |
| War-Wolves | Autumn 816 | The Green | Quest |