Lock 1 Movement type. Increase Bulk of this by Craft Tier squared.
1 Resolve: This orb of magical energy attunes to the steering device of a vehicle it is in contact with until it is no longer in contact or becomes attuned to another vehicle. This effect takes 1 minute to complete.
1 Energy: The steering device of the attuned vehicle can guide the vehicle to move at a speed of up to 1 + ET squared miles per hour for 10 minutes using the Locked Movement type. While moving more than half the maximum speed, the sound made by the vehicle is increased by 2 Tiers.
The vehicle cannot be more than 10 + 20 x ET squared Bulk. If multiple engines of the same Movement type are used at one on a single vehicle, add this Bulk restriction together, but use the maximum speed of the slowest one used.
At onset and each minute for 6 minutes, attack Magic with 3d12 to cause -1 on defense against magical effects. After 6 minutes, reduce the penalty by 1 after each 5 minutes.
The creature has repeated static shock events and their eyes spark intermittently. Tier 8.
Cannot be exposed again for 4 hours. At onset and each 5 minutes for 6 hours, attack Magic with 5d12 to increase the DL to Manifest magical abilities by 1. After this effect is over, reduce the penalty by 1 after each 5 minute.
The creature has mild disorientation and headache. Tier 7.
1 Resolve: This small skull of a Shifter takes on the form of a specified non-magical non-improvised weapon or tool sized for you to gain its damage, range, Strike Type, and Traits for 1 hour, even if not Gripped or Focused on.
Magical gems set into the wall often as part of artwork burst with flames when a creature attempts to pass down a hall that unless they carry an enchanted stone that can only be made by the trap maker and marks one as authorized. While the flames will be emitted when halfway down the hall, they fill the entire hallway, often catching whole parties. Deal 10 fire damage and attack Nimble with DL d12. On success, cause tier 4 Burning.
If a creature that is not on an allowed list tries to pass through this magical gate, the stone of the floor forms spikes that shred the intruder's legs. Attack Nimble with DL d12. On success, deal 8 Bashing damage and maim their legs. On failure, deal 3 Bashing damage.