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Magical Gear
Magical gear comes in many forms such as single use potions, resolve powered artifacts, object changing inlays, and many other types of powerful tools.
The cost to purchase these objects is their Craft Tier squared x 10. Artifacts and Inlays are 10 times that cost.
Enhancement Tier (ET)
Magical objects are presented at their Base Tier, though they can be crafted at any higher Tier. You can Enhance the Tier of an existing object by Crafting as a new object, except reduce the cost of the object by the cost of its current Tier to determine the progress needed.
ET modifies the effects of an object. Some objects show ET in their effect. For each Tier above base, while being crafted, assign a point to a specific ET listed in the object's effect, its duration, its range, its area, or its cooldown. If applied to the effect, replace ET in the effect with the points assigned to the effect. For each point assigned to duration, range, or area, double the value of the chosen option. For each point assigned to cooldown, halve the cooldown.
Cooldown
Some objects have cooldown. Once the effect of the object begins, they effect cannot take place again until the cooldown duration has passed.
Artifacts
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Each Artifact is an enchantment on a specific object. When crafting an artifact that does not contain a species in its name, you can place the enchantment on comparable objects of different materials or quality, though you must possess that object before crafting.
Each object specifies how it is used. If the effect has a cost, you must have the object in your gear, be Focused on it, and pay the cost to activate the effect. Paying a cost does not use an action, but can only be done during your turn. These objects can only be activated by creatures within 2 sizes of the size the object is designed to be used by. The effect ends if another creature activates the object.
Inlays
An Inlay is an N3 Bulk glowing orb of refined magic. An Inlay will Meld into a non-Inlay object after it is held against that object for 1 minute unless there are already Inlays Melded equal to the object's Inlay Limit, granting its effect to the object. Inlays in weapons with load also apply to ammunition when used.
Once Melded, you can spend 6 minute Focused on a touched object to extract an Inlay. While an object has an Inlay Melded to it, the object becomes magical and counts as having a Craft Tier equal to the highest Tier of Inlay Melded for the purpose of identifying its effect unless the object is an Artifact of a higher Tier. Each Inlay that does not set the Tier increases the Tier for identifying by 1.
Alchemical
Alchemical objects can be created by extracting magical energy from natural plants and materials and mixing them properly. They are consumed when used and stored in vials. You can Drink, apply, Throw the vial, or break the container to cause their effect. Objects with Area Tier 2 or higher modify Area value by 1/2 the size of the creature they are mode for. Their cost is affected by size.
Ability Replication
There are multiple ways to create magical objects that replicate the effects of abilities. You must know the ability or exceed Knowledge about it by 6 or more to be able to replicate it. The Craft Tier of these objects is 1 + the total of the following values:
Potions
Potions are the raw energy of Spells stored in vials. The liquid is thick and has a dim glow colored based on the effect of the Spell. Drinking the entire potion gains the effect of the Spell targeting yourself.
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Potions can be made of Spells that affect only a single creature, could affect the creature using it, do not Dominate, and do not cause an immediate physical action with the effect or Boost, including Augments. Potions can be made of a Talent that have been Augmented into a Spell. The Craft Tier is increased by the total cost from any Pools needed from Augments applied.
Any decisions that must be made for the effect are made at the time the potion is crafted. If a creature defends against the effect, their defense is treated as DL 6 + Tier/2.
Infusion Tattoos
Infusion Tattoos can be crafted onto a creature of any Aspect, Talent, Trick, or Response. An Aspect can be activated as a Minor action and treats you as having the ability for 1 hour. Other abilities can be used as if you know them. Once their effect ends, the tattoo dissipates.
Infusion Etchings
Infusion Etchings can be crafted onto an object of any Aspect, Spell, or Talent and consumes 1 Inlay Limit of the object. Any decisions other than target that must be made for the effect are made at the time of crafting.
A creature Gripping an object can activate an Etching on it as a Major Action for 1 Energy + 1 Resolve + any costs of Augments on the ability. If the ability is an Aspect, the object gains the ability for 1 hour. Otherwise, the object uses it as if having Tier 1 in each Skill and you choose any targets. You can take your time to affect the roll. You can increase the Aspect duration or Skill Tier by 1 by increasing the Craft Tier by 2 any number of times.
Spell Gems
Spell Gems grant access to a specific spell as if the user had learned it. Creating a Spell Gem requires two components.
First is a translucent gemstone, such as diamond, ruby, or emerald. These stones are much more valuable than regular stones and are rated in Tiers. These stones have value equal to a magical object of the same Tier.
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Second is to craft a Spell onto the stone. Any Spell, including Augments, can be crafted onto a Spell Gem as long as the Craft Tier is not higher than the rating Tier of the stone. Any decisions other than target that must be made for the effect are made at the time the of crafting. This consumes 1 Inlay Limit of the stone.
While touched or worn, you can use Cantrip to store 1 Energy in the stone if it does not already have Energy stored. While Energy is stored in a Spell Gem you touch or wear, you can pay 1 Resolve as a Major Action and expend the stored Energy to Manifest the Spell as if you know it.
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