Magical Items

  • Weapons: Weapons with magical properties. Note that weapons of different materials (silver, gold, cold iron, obsidian) are not magical unless specified to be magical.
  • Focuses: Wands, rods, staffs used to improve spell-casting. You may only wield one of these at a time.
  • Objects of Power: Items with magical effects.
  • Wards: Wards with protective magical abilities.
  • Spells: Written, carved, or observed in objects like scrolls, strips of bark, runestones, tablets, and so on. Spells are petty and are destroyed once used. Spells can be copied into a grimoire, and are destroyed once copied.
  • Grimoires: Bulky. From a specialty shop, costs between 3,000-5,000sp. A large tome that can contain multiple spells. Spells are still treated as petty when copied from a scroll or other similar spell. Copying a spell into a grimoire costs 200sp and 6 hours of time and leaves the person deprived.

Wards

Wards may be broken to

  • counterspell
  • to end the ongoing effect of a spell
  • nullify a mishap

Starting wards are very simple, likely made by the character, local religious figures, wise folks, or stumbled upon.

Starting Wards

When creating a PC with a ward, roll on the table below to determine what form the ward takes and how the PC came across it.

d12 The object and how it was found
1 A bundle of herbs that never wither, picked from a sacred grove
2 A chain with a wedding ring from a happy marriage, given willingly
3 A coal that is always warm to the touch, found on the pyre of a dead heretic
4 A coin placed over an eye of a heretic who awoke from the dead, found at their burial plot
5 A doll made of straw, given as a gift
6 A finger bone of a wise healer in the wilderness, given willingly
7 A hag stone found washed up on a shore
8 A lock that cannot be opened, given willingly by a thief
9 A scapular of a forgotten saint found at a place of worship
10 A seed found in a dead and salted land
11 A tiny bell given willingly by a traveling stranger
12 A vial of holy water blessed by a monastic

Focuses

Magical focuses, such as orbs, wands, or staves, may grant special powers. Generally, this power is granting multiple magic dice. Magic dice may be added to a Focus by feeding it

  • Charges from a relic
  • 1 slot worth of organic material (like 3 days’ worth of rations)

Focus magic dice are expended once used.

Certain focuses prefer certain types of organic material. The benefit of a Focus is that it can carry multiple magic dice at a time whereas typically magic dice have a 50/50 chance of adding Fatigue, effectively making the cost of casting a spell 1 slot.

Focuses can also make casting Wild Magic safer. Casting a specific effect using wild magic and a focus may result in that new magical effect inhabiting the focus and becoming a spell. The player and referee may work together to create a new spell.

Starting Focuses

When creating a PC with a focus, roll on the table below to determine what form the focus takes and how the PC came across it. Each of these focuses provides 1 magic die.

d12 The object and its origin
1 Orb created by a giant clam
2 Orb made from the crystalized eyeball of an unknown monster
3 Orb of amber containing a fang from an unknown monster
4 Orb of obsidian from the heart of a volcano
5 Staff carved from a tree branch struck by lightning
6 Staff carved from the thigh bone of a fossilized monster
7 Staff of coral from a merfolk garden
8 Staff of driftwood that washed ashore from the underworld
9 Wand carved from a stake that killed a vampire
10 Wand carved from the rib of a forgotten saint
11 Wand carved from the wooden spoon of a witch
12 Wand of antler of an elk who has visited Faerie