Philosophy/Starting Mysteries

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Club of the Cyclops

EarthAirFireWater
1
DrachmaBlood
11

This creates a potion that grants the ability to use a weapon to hit for a STRIKEDOWN.

The drinker of this potion may use a melee weapon to call STRIKEDOWN once in an arena combat or on a quest. This does not have to be the first strike with the weapon.

The potion only affects characters from the same nation as the philosopher but the blow affects all characters.

Break the Final Journey

EarthAirFireWater
2
DrachmaBlood
11

This potion temporarily restores the drinker from being incapacitated.

The drinker can act as if they had one body hit remaining and may use active skills or move as normal. This potion is often given to physicians in emergencies so they are then able to heal themselves.

The effect lasts for around two minutes - long enough for physicians to heal themselves from being incapacitated.

It only affects characters from the same nation as the philosopher

Turn the Minotaur’s Strength

EarthAirFireWater
1
DrachmaBlood
1

This preparation can be applied to a weapon or shield.

The target item is then not affected by the first CRUSH that would otherwise destroy it.

This protection lasts for one arena combat or quest and only has effect in these environments.

This may be used by a character of any nation.

Foam of Cerberus

EarthAirFireWater
1
DrachmaBlood
11

This creates a poison with a bitter aftertaste.

Anyone who drinks the potion suffers a death curse and must make a bead pull from a referee after ten minutes to see if they survive. The chance of death for a normal character is around one in ten.

The skill ‘resilience’ allows a second bead pull.

It only affects characters from the same nation as the philosopher.

This potion affects all such characters, even those already under the influence of another preparation.

Roar of the Aurochs

EarthAirFireWater
11
DrachmaBlood
22

This creates a potion that grants the ability to use a weapon to call REPEL.

The drinker of this potion may make a loud warcry and then use a melee weapon to hit for REPEL once in an arena combat or on a quest. This does not have to be the first strike with the weapon.

The potion only affects characters from the same nation as the philosopher but the blow affects all characters.

Fortitude of the Ram

EarthAirFireWater
11
DrachmaBlood
22

This potion grants the drinker one temporary additional body hit.

This protection lasts for one arena combat or quest and only has effect in these environments.

It only affects characters from the same nation as the philosopher.

World Forge

Enter World Forge

EarthAirFireWater
DrachmaBlood

This opens passage to the World Forge for the philosopher who casts it.

The World Forge is where the flow of magic is manipulated by philosophers.

The effect is instant and cannot be stored. It requires 10 seconds appropriate roleplay near the corrupted gate to the World Forge

This mystery does not require Apply Quintessence.

Note: Requirement was changed from 30 to 10 seconds as part of the 2014 rules update


Scrying

Wisdom of the Seer

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0-10-10-10-1
DrachmaBlood
1

Cost: One of any Quintessence

This reveals to the philosopher whether a single item is a focus for, or subject of, a greater mystery.

It may also reveal further information depending on the specific focus.

This will grant you the briefing for how to cast a specific Greater Mystery. It will only work on items labeled as Greater Mysteries, either by text or by ribbon

The effect is instant and cannot be stored.

Wisdom of the Ages

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0-11-20-10-1
DrachmaBlood
2

Cost: One Air, One of the quintessence of the current starsign's element

This reveals to the philosopher the history and sometimes more of items subject to large amounts of magic.

Items which this can be cast on are labelled with ribbons. This spell does not work on sentient targets.

The effect is instant and cannot be stored.

Starting Mysteries

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Players starting their first philosopher get given two random Lesser Mysteries for casting and trading