Mystical Equipment

Mystical Qualities

Acid Coated

Acid-Coated weapons leave behind streaks of a strong corrosive agent. Targets who take damage from an Acid-Coated weapon take 1d4 acid damage a round for 1d4 rounds. Wielders must be careful not to splash themselves – Acid-Coated weapons also gain the Volatile quality and it cannot be removed.

Bane

Bane weapons are forged to murder a specific type of creature. Select a Beast Lore Specialization. The weapon deals an extra 1d4 damage against creatures in this category and glows softly in their presence.

Death Rune

Weapons engraved with a Death Rune deal an extra 1d4 damage against living creatures but subtract 1d4 damage against the undead or the extremely corrupt.

Desecrated

The weapon is steeped in the profane energies of a hateful god. Creatures struck by Desecrated weapons must roll a test against their Total Corruption or take an extra 1d4 damage. Creatures striking a target wearing Desecrated armor must roll a test against their total corruption or subtract 1d4 damage from their hit. Extremely corrupt creatures automatically pass these tests. Creatures with 0 Corruption automatically fail.

Flaming

Flaming weapons set their targets on fire when they deal damage. Burning targets take 1d4 fire damage a round for 1d4 rounds. Extinguishing a burning character takes a Full turn action followed by a successful Quick test.

Hallowed

The weapon is blessed in the sight of the Holy Father or steeped in the purifying spirits of nature. Creatures struck by Hallowed weapons must roll above their total Corruption or take an extra 1d4 damage. Creatures striking a target wearing Hallowed armor must roll above their total Corruption or subtract 1d4 damage from their hit. Extremely corrupt creatures automatically fail these tests. Creatures with 0 Corruption automatically pass.

Poison Coated

Poison-Coated weapons leave behind streaks of a deadly venom. Targets who take damage from an Poison-Coated weapon take 1d4 poison damage a round for 1d4 rounds. Weapons with this quality are compatible with the Poisoner ability.

Retributive

Creatures who hit a target wearing Retributive armor must pass a Quick test or take 1d4 damage a round for 1d4 rounds.

Thundering

Thundering weapons deal an extra 1d8 damage on a hit, and creatures who take damage from such a weapon must test Strong or lose their next action.  

Lesser Artifacts

Bark Mask

Once per scene, a mage wearing a Bark Mask can reroll a failed test made to interact with plants, or to cast a spell or ritual belonging to the Witchcraft tradition.

Burial Shroud

Once per scene, this white shroud of sacred linen grants +1 Resolute when trying to control or resist a hostile spirit. Burying a corpse in such a shroud forces a mage attempting to reanimate it to reroll a successful test.

Calling Card

This embossed invitation card can be activated by a mage to whom it is addressed. It then reveals a date, time, and location for a proposed meeting. The creator can include the “address” of a Magic Circle with this invitation, in which case the recipient may send messages or Seven-League Stride to it as though they were familiar with it.

Death Mask

Once per scene, a mage can don a Death Mask to gain +1 on tests for all spells and rituals that affect the veil between life and death (such as Revenant Strike or Raise Undead).

Lucky Coin

Once per scene, this intricately-carved gold piece piece grants a reroll on any failed test. If either roll is a natural 20, however, the owner’s luck has fled, and they reroll all successful tests for the rest of the scene.

Holy Symbol

Each holy symbol is crafted to reflect a particular deity or faith. When worn by a Theurge of that faith, this symbol radiates a comforting glow, flaring brighter during combat or sermons. It sheds light like a torch (the wearer can suppress this effect as a free action). Once per scene, it grants its user a reroll on a failed test made to cast holy or banishing effects, or to resist unholy effects and possession attacks.

Mage’s Focus

The creator of this artifact must specify one magical tradition at the time of creation. When a mage of this tradition wears or grasps the artifact, they can activate it once per scene to reroll one failed test made to cast spells of its tradition.

Malevolent Idol

Once per scene, a mage can activate a Malevolent Idol to gain a reroll on failed spells or rituals relating to creatures of the lower planes (such as Exorcism).

Master’s Ring

This ostentatious ring, bangle, pocketwatch, or other bauble is imbued with will to dominate and hunger for power over others. Once per scene, it grants the wearer a reroll on a failed test made to cast or resist spells and rituals that control the mind.

Mind Prism

Once per scene, this disorienting crystal trapezohedron grants a reroll on a failed test to cast spells and rituals that create illusions.

Prosthesis

This is a wearable device, enchanted to perform the function of an impaired or lost body part. Aside from the obvious legs and arms, eyes and even organs have been successfully replaced in the past. A magical prosthesis negates all penalties from the Wounded burden and grants +1 to all armor rolls made by the wearer.

Ritual Grimoire

This artifact is a heavy book or tome, and to create one you must also have the Ritualist ability. At the time of its creation, choose one ritual you know. By spending adequate time studying the book, a reader unlocks that ritual and can learn to cast it by taking a rank of the Ritualist talent at level-up. Alternately, a reader can cast the ritual without learning it, but doing so destroys the book.

Ritual Seal

This is a wax, paper, rope, or clay seal, or perhaps an ornate padlock. When using it to secure an object, the creator must cast a ritual of their choice. The ritual does not take effect, instead being stored within the seal. Breaking the seal activates the ritual.

Rune Staff

This is a bespoke stave issued to a particular Staff Mage (the only magi with the knowledge to craft, commission, or activate one). When wielded by its rightful owner, it emits a protective aura around them and grants them an extra 1d4 armor that stacks with all other sources. For the purposes of abilities, a Rune Staff counts as a Quarterstaff.

Soldier’s Charm

When you create this artifact, select one Attribute. The artifact grants +1 to this attribute to the person wearing or carrying the Charm. These artifacts take many forms, frequently tiny bits of jewelry or battlefield detritus.

Spark Stone

This is a lesser version of the famed Sunstones crafted by master Pyromancers. In the hands of a Pyromancer, once per scene they grant their owner a reroll on a failed test made to cast or resist spells and rituals with fire effects.

Spidersilk Bandage

When used to dress an open wound, this light, glossy bandage heals 1d12 Toughness every day. Projectiles or objects remaining in the wound are slowly extracted without doing further harm. Each day it is kept on, the bandage inflicts 1 point of temporary Corruption (and the uncomfortable sensation that the injury is being gently tended by invisible spiders). The bandage is self-cleaning and can be reused.

Stave Foot

War Wizards often have their staves shod with these engraved metal sleeves to enhance their combat power. When nailed to the end of a staff, this artifact grants +1 to hit and damage rolls made with it.

Stave Head

This is a fist-sized arcane structure ending in a socket. Nailed to the end of a staff, this artifact grants +1 to success tests related to using the staff as a focus and not a weapon (such as Sphere). Some staff heads are worked into a claw or cage into which can be slotted another small artifact (Spark Stones are popular for this). Wielding the staff counts as holding the slotted artifact for purposes of activation.

Talisman of Health

Once per scene, this heavy silver talisman grants the wearer a reroll on a failed test to resist disease or poison. They can always use the highest value of Strong or Resolute for such tests.

Warden’s Cowl

This hooded cloak or serape crawls with a shadowy pattern that shifts to mimic its surroundings. It grants its wearer a reroll on failed Discreet tests made to sneak or hide.

Witch Braid

This is a short twist of cadaver hair, a deviltrap made of green twigs, or other such occult trinket. It grants a player character carrying it +1 on death saves. If given to an NPC, it allows them to make death saves instead of dying automatically at 0 Toughness.