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Mystic Items & Wards

Mystical Effect Cost Mortal Dust As an Intellect Attack against beings Reflex. Gives incorporeal being physical presence, making it possible to affect them with physical actions. Duration: 3 rounds. Being can make an Intellect Test as an Action against users Passive Intellect to reduce duration by one. 50 Night Dust Create a cloud of dust […]

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Cures & Alchemicals

Cures Effect Cost Antidote, Set: 3 Advantage on Tests to resist poison until Significant Time passes. 20 each Healers Bloom, Set: 3 Advantage on Tests to resist diseases until Long Time passes. 15 each Healing brew, Set: 3 Recover 1D6 + 1 Hit-points. 15 each Rousing brew, Set: 3 Reduce Burden by one. 20 each

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Traps & Poisons

Traps Traps create Hazards for unsuspecting victims. Difficulty to notice and resist the trap is passive Intellect of user.On successful Test traps effect is avoided. Traps Cost Bear Trap Deal 2D6 physical damage and prevent movement. 5 Net snare Prevent movement and grant Advantage on physical actions against this being. 3 Alarm snare Cause a

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Tools, Supplies & Valuables

Tool Cost Burglars’ tools Pick locks and disable traps. 25 Crowbar Pry and break. 1D6 damage. 2 Rope Useful for climbing and tying knots. 2 Shackles Restrain a being. Difficulty 20 to escape. 5 Hammer & Pitons Make unclimbable surface climbable. 3 Grappling hook Secure rope. Throwable. 3 Field tools Basic tools for a craft.

Enchantments

Enchantments

Enchantments give otherwise normal items mystical properties.• Strength of an Enchantment is rated as Known, Famed or Legendary• Single item can hold one Famed or Legendary Enchantment and one Known Enchantment• Item can hold an additional Known, Famed or Legendary Enchantment for each Catch Catch Catch is an enchanted property that complicates use of the

Magical Gifts

Words of Power

[Power 0] Word of Thunder: As an Attack against Vigor push target by Reach.+[Power 1]: Increase distance by a Distance Step.+[Power 1]: Affect targets within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected. [Power 1] Word of Shielding, Ritual: Increase Armor and Mental Resistance by +1.+[Power 1]: Effect is

Magical Gifts

Weave Shadow

[Power 0] Sculpt Shadow: Alter shapes of shadows and cause them to move according to your will. Create shadows where there were none. [Power 1] Conceal: Target becomes Hidden for duration or until they attack. Any being attempting to act on the target has to first succeed in Awareness Test opposed by your Channeling Test

Magical Gifts

Touch Minds

[Power 0] Mind Sense: Search for beings within Close distance by making a Channeling Test opposed by their Will.+[Power 1]: Increase area by a Distance Step. Channeler can choose to be unaffected. [Power 1] Mind Speech: Create a connection to beings mind allowing you to communicate wordlessly for duration.+[Power 1]: Affect an additional target. [Power

Magical Gifts

Third Eye

[Power 1] Comprehension, Ritual: Target gains ability to understand one written and/or spoken language for duration.+[Power 1]: Gain an additional understanding.+[Power 1]: Affect an additional target. [Power X] Premonition, Ritual Only: Gain Power Premonitions for duration. Premonition can be spent to alter a result of a die roll or Trouble Check by 1. When you

Magical Gifts

Shape Light

[Power 0] Sculpt Light: Change color of light. Cause images and patterns to appear in light. Images created this way can be used to trick someone, but do not hold up to close scrutiny. [Power 1] Illuminate, Ritual: Create a light that illuminates Close area for duration.+[Power 0]: Bind light to an item.+[Power X]: Create

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