Magical Items

Vampiric Foci
These Foci possess the essence drain ability at the rating of the focus. Apply the essence drain power to anything wounded by a vampiric focus. Treat as a weapon focus for purposes of cost.


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Ability Foci
These foci grant the user critter powers with a level equal to their rating. Treat as weapon foci for purposes of cost.


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Armor Foci
This focus is a variant of the weapon focus and uses the same cost table, using armor value instead of reach. Unlike weapon foci, armor foci increase the attribute that is being targeted by the spell as well as increasing the spell's target number by the focus' rating. This doesn't affect physical manipulation spells.


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Crucible of Malediction
This focus contains essence. When it is activated all asterally active beings within 50 meters (EX: asterally perceiving, projecting, etc.) must immediately roll their magic rating vs the crucibles essence rating. On a loss, they affected target loses 1D6 essence and the crucibles essence is thus increased. Astral bacteria, such as Strain 3, are automatically destroyed. Each point of essence lost causes a moderate wound. How much essence is in the Crucible is up to the GM.


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Rings of Spyre
The rings of Spyre are a rare and powerful item. Made in the last cycle of magic by a very powerful spirit named Spyre. He is one of the beings known as the Enemy. He was told by his masters to make an item that would help their followers combat the good of the world. He came up with the ring. It makes the wearer of the item powerful beyond their imagination. It cannot be found by anyone, it must be given to them by Spyre. And he only gives them to the “worthy”.

The ring of Spyre doubles the wearers attributes, including Reaction, but not Magic, Essence, or Body index. It also gives the wearer +1D6 initiative.


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Spirit Weapon
Spirit weapons are essentially manifestations of the users aura. They are in the form of clubs, blades, and other melee weapons that you can think of. These weapons use the same rules as the melee weapons they represent with these exceptions:

*These weapons can only be wielded by spirits.
**They are capable of going into astral space completely.
***Damage done by the spirit weapon is resisted with Willpower, not Body.
****Armor doesn’t count when resisting from the spirit weapons. Magical barriers and armor work as normal.
*****Only the owner of the spirit weapon can use it. They can be manifested and dissolved at will. While dissolved, it is impossible to tell if a spirit has one. To manifest or dissolve a spirit weapon takes a simple action. If the owner loses their grip of their weapon, it immediately dissolves.
******Spirit weapons costs (weapon cost / 100) worth of Karma points to give a spirit a spirit weapon.

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Swords of Xyclos
Once long ago, their was a very powerful mage. He had a very extreme hatred for the spirits that plagued his country. He and his fellow mages devised a very powerful spell that would be very damaging to the spirits that plagued them. They came up with spell called Spirit Bane. They found it very effective on all of the spirits. The spell was then anchored to about 1,000 swords, each as unique as the next. The swords were given to all of the most powerful mages of that time. After the magic fell, the swords lost power and were lost. Upon the arrival of magic back into the Sixth World, the swords have gained their power back. Of the 1,000 that were made, only half of them have been found. So far, no mage has been able to make a copy of the Spirit Bane spell.

Conceal: 2
Reach: 1
Damage: (Str+2)M, (Str)D to spirits
Weight: 2
Availability: 24/1 month
Cost: 200,000¥
Street index: 5

The swords do normal damage (Str+2)M to everything but spirits. The damage against a spirit or elemental is (Str)D.

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