Spellcasting Items and Components

Magic Items

There are all sorts of different magic items such as spell focuses, reagents, and enchanted weapons and items. Magic items are most commonly used by spellcasters, in the purpose of casting complex spells which require specific resources becides mana, these items are most oftenly known as reagents. Spellcasters also required Focuses as a item to control and manipulate magic in order to cast spells in the first place. Items like these require attunement as well.
Some magic items like enchanted weapons, armor, or various trickets can generally be used by anyone and aren't specific to spellcasters. Anyone can wielding a flaming sword.

Attunement

In order to use various Magic Items, the user must be attuned to them. In order to attune to an item, the user must spend several hours in meditation with the item. Users also can only attune to so many items at once, otherwise they may suffer psychological and mental trauma.
Attunement Score
Both items and players have an attunement score. For magic items, this can be found in their description.
For players, their Attunement score is equal to (Base Resolve X 5)
If the target has a Resolve of Zero or lower, then their Attunement is equal to 5. For every item your character becomes attuned to, make sure to keep track of the Attunement Score, if that score ever reaches over your own Attunement Score, you will be considered Over Attuned and suffer serious effects.
Attuning To An Item
In order to attune to an item, you must spend a number of hours with that item in deep meditation. You spend a number of hours equal to the Attunement Score of the item. Once the time is up, your character becomes attuned to the item, but also gains a level of Exhaustion.
Unattuning
If your character is attuned to an item and wishes to end the attunement, they can Unattune. To do so, they complete the same ritual as they would for Attuning to an item.
Over Attunement
While your character Attunes to items that would over reach their total Attunement score to your own, you become Over Attuned. For every 24 hours that passed, your character must make an Endurance (Stamina) check. The DC is equal to 20 plus two points for every point your character is Over Attuned. On a failed check your character gains a level of exhaustion.
If your character reaches 10 points over your attunement score, if you fail the Endurance Check, you instead gain 1d6 levels of Exhaustion. For every more 10 points after that, you gain an additional d6 of levels of Exhaustions.

Spell Focus

Spell Focuses are items specifically required to be used in order to cast a spell. When a spellcaster attempts to cast any kind of spell, they must be attuned to a spell focus in order to channel the mana into spell form. Different types of Spell Focuses can also produce different side effects or make casting specific spells easier than other spells. Such as Elemental Glass which specifically effects Physical Magics.
You can only be attuned to one spell focus at any time. Attempting to attune to a second one will only result in a failure.
Elemental Glass
Attunement (4)
Charges: 6
Recharge: 1d6
A shard of crystal glass made from elemental energy. The Spell Complexity of Physical Spells is reduced by one. Whenever you would cast a Physical Spell with this Focus that deals damage, you may spend a single Charge, if you do. You increase the total damage by +1 for each Damage Die rolled this way. You can only use this ability once per Spell.  
Still Beating Heart
Attunement (4)
Charges: 6
Recharge: 1d6
The beating heart of a once living creature. The Spell Complexity of Biological Spells is reduced by one. Whenever you would cast a Biological Spell with this Focus that would select one or more Target, you can expend two Charges to select an additional Target. You can only use this ability once per Spell.
Fuel Rod
Attunement (4)
Charges: 6
Recharge: 1d6
An atomic fuel rod. The Spell Complexity of Atomic Spells is reduced by one. Whenever you cast an Atomic Spell with this Focus that costs no more than 6 Action Points, you can expend a charge to reduce the number of Action Points by one, to a minimum of one. You can only use this ability once per Spell.  
Gemstone
Attunement (4)
Charges: 6
Recharge: 1d6
An arcane Gemstone. When you first Attune to this item, select four spells of your choice. Those Spells become Favored Spells. The Spell Complexity for Favored Spells is reduced by two. Whenever you cast a Favored Spell, You may expend a single charge. If you do, you add +4 to the Spell’s Hit Bonus. You can only use this ability once per Spell.

Reagents

Reagents are items commonly used in the casting of spells either through drawing power from them or consuming the item all together, there's two major types of Reagents, Consumables and Charged Reagents.
Consumables
Consumables are items that onced used in spellcasting that once used to cast the spell is permanently gone. Make sure to keep track well of these items.
Charged
Charged Reagents, unlike Consumables are not lost after the spell is cast. Instead, they consume charges of the item being used to cast the spell. Often these items will have additional abilities that their charges can be used for. Charged items will also required Attunement to be used by the spellcaster.

Primary Reagents

These items are the most common types of Reagents found in casting spells that will be required for the basic Twelve types of Magics.
Enchanted Geode
Requires Attunement (4)
6 Charges
A small chunk of Geode enchanted with Crystal magic. After 24 hours this item regains 1d6 charges. When casting Crystal Spells, this item can act as a source of Stone for spells to cast from.
Fire Glass
Requires Attunement (4)
3 Charges
A glass shard of elemental fire. After 24 hours this item regains 1d3 charges. As an alternate to charge this item, you can cast a thermal spell targeting the Fire Glass, if you do. For every three points of damage you deal, you regain a charge.
When you cast a spell that would require you to expend a charge, if that spell deals damage, you can expend an additional charge to increase the Dice Tier by one of that damage roll.
Frozen Coil
Requires Attunement (4)
6 Charges
A frozen Metal Coil about half a foot long. After 24 hours, this item regains 1d6 charges. You can expend a single charge to cast the spell, Chill Touch for no mana.
Glass Bulb
Requires Attunement (4)
3 Charges
A Bulb made of Glass with a fine wire that runs through it. After 24 hours, this item regains 1d3 charges. As an alternative to charge this item, you can cast the spell light on this object, allowing it to regain a single charge. It can only regain charges this way once every hour. When you do, it glows brightly in a 15ft radius for the next minute.
Iron ring
Requires Attunement (4)
6 Charges
A magnetic ring made out of Iron. After 24 hours, this item regains 1d6 charges. You can expend charges for the following ability.
  • Store Spell (1 Charge). The next time you would cast an Electric spell of 4 mana or less, you can instead store the spell in the Iron Ring. You can store up to one spell at a time. You can then activate this spell for (1) Action Point, instead of it's normal cost.
Lanthanum Orb
Requires Attunement (4)
6 charges
An orb of pure Lanthanum that's been charged with arcane energy. After 24 hours this item regains 1d6 charges. You can expend a single charge to cast the spell, Telekinesis for no Mana.
Pale Oil
Consumable. An item used in the casting of Restartion spells.
Wyr Root
Requires Attunement (4)
8 Charges
A magic root coiled in copper wire. After 24 hours this item regains 1d8 charges. Whenever you cast a chemical spell that targets a single target, you can expend two charges to select an additional target.
Soul Stone
Requires Attunement (4)
1 Charge
An Onxy Stone enchanted with necrotic energy. This item does not regain charges naturally. You can charge this item by casting the spell, Drain Soul. While the Soul Stone is charged, whenever you would deal Necrotic Damage from a spell, you regain +1 Hit Point for each Damage Die rolled this way. (You cannot regain more Hit Points than your opponent's health)
Sulfur Cell
Consumable. 3 Charges
Unlike most Consumables, Sulfur Cells have three charges before they are completely consumed. Sulfur Cells can also potentionally be recharged.
Synthetic Brain
Requires Attunement (4)
3 Charges
A brain of an unknown being. After 24 hours, this item regains 1d3 charges. As an alternate to charge this item, when you cast the spell Listen on a target, you can instead have the memories sent to the Synthetic Brain, allowing you to regain 1 charge.
You can consume a single charge and cast the spell, Pocket Thoughts without consuming any mana. In addition, you can recall memories you've stored in the Synthetic Brain though the Alternate charging this way when you cast Pocket Thoughts.
Tuning Fork
Requires Attunement (4)
8 Charges
A magic Tuning Fork. After 24 hours, this item regains 1d8 charges. You can expend two charges to cast the spell, Force for no mana.

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