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 |