Implements
Magic Implements
Gotta give that magic MOAR POWAH
NAME | SKILL | DAM | ENCUM | PRICE | RARITY | EFFECTS |
---|---|---|---|---|---|---|
Holy Icon | Divine | +0 | 0 | 250 | 4 | Divine Only effects increases the difficulty by one less. Healing magic heals by 2 more. |
Magic Scepter | Any | +2 | 1 | 350 | 5 | Spells are Accurate 1. Close Combat does not add difficulty. |
Magic Staff | Any | +4 | 2 | 400 | 6 | First Range effect does not add difficulty. |
Magic Tome | Any | +0 | 1 | 750 | 7 | Two free difficulty 1 or 2 effects chosen by the GM. |
Magic Wand | Any | +3 | 1 | 400 | 7 | One free difficulty 1 effect chosen by the GM. |
Musical Instrument | Verse | +0 | 1 | 200 | 4 | Additional Target does not increase difficulty. |
Druidic Circlet | Primal | +0 | 0 | 750 | 5 | Summon Ally effect free. No concentration. |
Magic Orb | Any | +3 | 1 | 1000 | 6 | Additional Target free. |
Magic Ring | Any | +2 | 0 | 10,000 | 8 | One specific spell does not increase in difficulty. All spells upgraded difficulty. |
Implement Materials
Different kinds of materials you can make implements out of.
Name | Properties | Price | Rarity |
---|---|---|---|
Bone | When you character successfully casts an Attack or Curse spell, they heal 1 wound. | Cost x 0.5 | +2 |
Oak | No effects | No change | No change |
Hazel | When you character rolls a despair, add a boost to the results. | Cost x 1.5 | +1 |
Willow | When you successfully cast a spell, add 1 advantage to the results. | Cost x 2 | +2 |
Yew | When you successfully cast an Augment, Barrier, or Heal spell, heal 1 strain. | Cost x 1.5 | +1 |
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