This Chapter covers the rules for using different kinds of Magic Items and their descriptions, Soulbindings, and rules for magical Runes, Gemstones, and Tattoos.
A Magic Item’s description explains how the Item works. Handling a Magic Item is enough to give a Character a sense that something is extraordinary about the Item. The Identify spell is the fastest way to reveal an Item’s properties.
Alternatively, a Character can focus on one Magic Item as an Activity during a Short or Long Rest, while being in physical contact with the Item. At the end of the Rest, the Character learns the Item’s properties, as well as how to use them. With the exception of Alchemical Mixtures (such as Potions or Poisons); a little taste is enough to tell the taster what the Mixture does. This method also will not reveal if the Item is Cursed or the nature of any Curses you are aware of applied to the Item.
Some Magic Items require a being to form a bond with the Item, merging their souls with the Item’s own to unlock this power. This is known as a Soulbond, if an Item lists this as a Prerequisite the Item will not be able to use any magical abilities until you form a Soulbond with it.
The process of forming a Soulbond is known as Soulbinding and requires an Hour to perform the appropriate rites while maintaining contact with the Item. During this time, the Character should be spending time connecting with the Item, how this is done is up to them.
Once a Soulbinding has been completed, the Character know all the Item's abilities, how to activate them, and generally form a spiritual bond with that Item.
A Character may only have a number of Soulbonds at any one time equal to their SB. Class Companions also may Souldbond to a number of Items equal to half the SB of the Player Character the Companion is bound to. If a Character would form a Soulbond with more Items than their limit allows, they must choose a current Soulbond with an Item to sever.
An Item may only have a Soulbond with one entity at a time, if an entity performs a Soulbinding, the previous Soulbond is broken as part of the rite. An entity may also only form a Soulbond with one copy of an Item at a time.
Armour is broken into 5 Armour Pieces, Head, Torso, Arms, Legs, and Feet. For each Armour Piece you must perform a separate Soulbinding.
However, if the Armour Pieces belong to the same Armour Set, then it only counts as one single Soulbond for determining the number of Soulbonds a Character can have at any one time.
Artifacts and Sentient Magic Items have wills of their own, and while a Character and the Item are working in common purpose the Character will find greater power in their Soulbond, whilst working in opposition will fray the link. This is measured in their Resonance. Resonance comes in 5 Tiers Resonant, Aligned, Stable, Unstable, Soulbreak.
When an entity first makes a Soulbond with an Artefact or Sentient Item their Resonance is set to a Disposition of 25, this can be modified by aspects of the entity and how the Item feels about them, especially for Sentient Items how the first interaction goes.
Generally, as part of the Soulbond the Character is aware what actions will affect the Disposition Score and whenever the Resonance Tier changes though not their exact Disposition Score.
| Tier Name | Disposition Score |
|---|---|
| Resonant | 90 - 100 |
| Aligned | 60 - 89 |
| Stable | 25 - 59 |
| Unstable | 2 - 24 |
| Soulbreak | 1 or Less |
A Magic Item’s description will state what effects occur at different Resonance Tiers.
Upon reaching the Soulbreak Resonance Tier, the Character's relationship with the Item is no longer tenable and their Soulbond is rapidly fraying at the seams. A GG may grant a grace period before the effects of a Soulbreak occur to give time to attempt to improve the Disposition Score.
When a Soulbreak occurs the Soulbond between the Character and the Item is immediately broken, and They cannot use that Soulbond Slot again to form a new Soulbond for 1d10 Days. The Item teleports to a random location, the GG can choose if it is limited to a specific Realm or a random one. The Character takes Xd10 Entropic damage, where X equals their Character Level and gain a Temporary Concept “Shattered Soul” replacing a one of their Concepts determined by the GG.
Gem (Size: Variable), Grade 0-5, Variable
A clear crystal gem, that is filled with roiling clouds of arcane energy. When equipped to a Gem Slot, when you would cast/manifest a spell/power of 1st Circle/Grade or greater with a Casting/Manifesting Time of AP through this Item, you can choose to reduce its Casting/Manifesting Time by 1AP (minimum of 1AP). If the spell/power has the Ritual Caster Tag, then instead the Casting/Manifesting Time is reduced to 2AP.
Once the Casting/Manifesting Time has been reduced, you cannot do so again until you have completed a Long Rest.
Multigrade Item. For every Grade above 0, increase the number of times this Gem’s effect can be used by 1. With you replenishing any expended uses upon completing a Long Rest.
From Grade 4 or more, upon using this Gem’s effect, for the remainder of the Turn, the AP cost of the Cast/Manifest action does not increase for multiple uses on a Turn.
Gem (Size: Variable), Grade 0-5, Variable
A black gem, that is filled with an everchanging nebula, crackling with arcane lightning. When equipped to a Gem Slot, when you would cast/manifest a spell/power with an AoE through this Item, you can increase the size of the AoE by 1m, if the AoE has multiple sizes (such as Lines or Cylinders) only 1 is increased this way.
Multigrade Item. For every Grade above 0, increase the AoE size increase by 1m.
From Grade 4 or more, if the spell/power does not have an AoE but has only a single Target at the Circle/Grade and Empower level, then on successful spell/power Attack Roll or when the Target fails the Trait Test to resist or avoid the spell/power, you can choose an entity within 5m of the Target to also become a Target of the spell/power.
Gem (Size: Variable), Grade 0-5, Variable
A dark green gem, filled with cracks granting it the appearance of a snake’s scales. When equipped to a Gem Slot, increase your RP by 1.
Multigrade Item. For every two Grades above 0, increase the additional RP by 1.
From Grade 4 or greater, when equipped to a Gem Slot, you can perform the Opportunity Attack reaction.
Gem (Size: Variable), Grade 0-5, Variable
A clear gem, filled with internal cracks to give a scaled appearance that reflects the light that hits them like a prism. When equipped the Gem Slot of an Armour Piece or Shield, you gain a +1 Gem Bonus to your HT.
Multigrade Item. For every two Grades above 0, increase the Gem Bonus by 1.
Gem (Size: Variable), Grade 0-5, Variable
A clear gem, filled with a radiant star in its centre. When equipped to a Gem Slot, Attack Rolls made with this Weapon or with a spell/power cast/manifested through this Item, gain a +1 Gem Bonus.
A ranged Weapon equiped with this Gem, increases its Base Range and Long Range by 1m.
Multigrade Item. For every two Grades above 0, increase the Gem Bonus by 1 and the Range increases by 1m.
Gem (Size: Variable), Grade 0-5, Variable
A blue gem in the shape of a teardrop, that gently radiates starlight. When equipped to a Gem Slot, at the start of your Turn you can choose to remove one Mild Scar Concept you or an entity within your AoC has. Once the Scar Concept has been removed, you cannot do so again until you have completed a Long Rest.
Multigrade Item. For every Grade above 0, increase the number of times this Gem’s effect can be used by 1. With you replenishing any expended uses upon completing a Long Rest.
From Grade 2 or more, you can choose a Moderate Scar Concept, though this expends two uses of this Gem’s effect.
From Grade 4 or more, you can choose a Severe Scar Concept, though this expends three uses of this Gem’s effect.
Gem (Size: Variable), Grade 0-5, Variable
A dark purple gemstone with a faint marking of a skull emerging from the surface. When equipped to a Gem Slot, increase the Degrees of any you condition apply to an entity by 1.
Whenever an entity Critically Fails their Trait Tests to resist, avoid, or end conditions applied by you, they take 1d8 + 1 Psychic damage.
Multigrade Item. For each Grade above 0, increase the additional Degrees of the condition applied by 1, and increase the damage applied on a Critical Failure by 1d8 + 1.
For every two Grades above 0, increase the TG of Tests made to resist or avoid conditions applied by you by 1.
Gem (Size: Variable), Grade 0-5, Variable
A transparent gemstone with a colour based on the attuned element, filled with roiling representation of the element. When equipped to a Weapon’s Gem Slot, replace the Damage Type of this Weapon with the Damage Type of this Gem.
On a hit with this Weapon or with a spell/power cast/manifested through this Item, the Target gains the Damage Up (Gem’s Damage Type) 1 condition until the end of the Turn.
On a Critical Hit with this Weapon or with a spell/power cast/manifested through this Item, the value of the Damage Up condition is doubled, and its Duration is increased to last until the start of your next Turn.
Multigrade Item. For each Grade above 0, increase the value of the Damage Up condition by 1.
Creating Gem. As part of the creation of this Gem, roll on the Table below to determine the Damage Type for the Gem’s effects.
| Damage Type | |
|---|---|
| 1 | Cold |
| 2 | Fire |
| 3 | Force |
| 4 | Lightning |
| 5 | Necrotic |
| 6 | Radiant |
| 7 | Thunder |
| 8 | Vorpal |
Gem (Size: Variable), Grade 0-5, Variable
A transparent gemstone with a colour based on the attuned element. When equipped to an Item’s Gem Slot, you gain Damage Reduction 3 for the Damage Type of this Gem.
If an entity within your AoC hits you with an Attack Roll, you can use a reaction (1RP) to deal 1d6 damage of the Gem’s Damage Type to the Triggering entity.
Multigrade Item. For each Grade above 0, increase the value of the Damage Reduction by 3, and increase the damage dealt by 1d6 + 1.
Creating Gem. As part of the creation of this Gem, roll on the Table below to determine the Damage Type for the Gem’s effects.
| Damage Type | |
|---|---|
| 1 | Cold |
| 2 | Fire |
| 3 | Force |
| 4 | Lightning |
| 5 | Necrotic |
| 6 | Radiant |
| 7 | Thunder |
| 8 | Vorpal |
Gem (Size: Variable), Grade 0-5, Variable
A clear gem, that is warm to the touch. When equipped to a Gem Slot, when you would cast/manifest a spell/power with a Duration greater than 1 Round through this Item, the Duration is multiplied by 2.
Multigrade Item. For every Grade above 0, increase the multiplier by 1.
Gem (Size: Variable), Grade 0-5, Variable
A violet gem, that is warm to the touch. When equipped to a Gem Slot, you gain +1AP, this AP can only be used for actions that would restore HP or for the Cast/Manifest action to cast/manifest a spell/power that restores HP.
Multigrade Item. For every two Grades above 0, increase additional AP bestowed by 1.
From Grade 4 or more, upon using AP granted by this Gem’s effect, for the remainder of the Turn, the AP cost of the Cast/Manifest action does not increase for multiple uses on a Turn, but only for spells/powers that restore HP.
Gem (Size: Variable), Grade 0-5, Variable
A golden gem, glowing with warm golden light, that is warm to the touch. When equipped to a Gem Slot, when you would cast/manifest a spell/power through this Item, that would either bestow BP or restore HP, increase the BP/HP bestowed/restored by 2d6 + 2.
When equipped to a Gem Slot, when you would use an action or reaction that would either bestow BP or restore HP, increase the BP/HP bestowed/restored by 2d6 + 2.
Multigrade Item. For every Grade above 0, increase the BP/HP bestowed/restored by 2d6 + 2.
Gem (Size: Variable), Grade 0-5, Variable
A blood red gemstone filled with crackling lightning, radiating vicious heat. When equipped to a Weapon's Gem Slot, you increase your Critical Hit by 1.
Whilst equiping an Weapon with this Gem, you know the True Strike Cantrip.
Multigrade Item. For every two Grades above 0, increase the Critical Hit Scope increase by 1.
Gem (Size: Variable), Grade 0-5, Variable
A blood red gem, always gently shaking in place, radiating vicious heat. When equipped to a Gem Slot, Damage Rolls made with this Weapon or with a spell/power cast/manifested through this Item, gain a +1 Gem Bonus.
The Gem Bonus is doubled on a Critical Hit.
Multigrade Item. For every Grades above 0, increase the Gem Bonus by 1.
Gem (Size: Variable), Grade 0-5, Variable
A pale blue gem, always covered in a light frost. When equipped to a Gem Slot, you gain a +1 Gem Bonus to your Concentration Tests and on Trait Tests to resist, avoid, or end the Mind Lock condition.
Multigrade Item. For every two Grades above 0, increase the Gem Bonus by 1.
From Grade 4 or more, when equipped to a Gem Slot, you can choose to automatically succeed on a Concentration Test or a Trait Test to resist or avoid being moved against your will, being knocked Prone, or the Mind Lock condition. Once you have done so, you cannot do so again until you have completed a Long Rest.
Gem (Size: Variable), Grade 0-5, Variable
A clear gem, filled with flowing golden light. When equipped to a Gem Slot, increase your AP by 1.
Multigrade Item. For every two Grades above 0, increase the additional AP by 1.
From Grade 4 or more, when equipped to a Gem Slot, repeated uses of any action on a Turn only increases the AP cost by 1AP rather than 2AP.
Gem (Size: Variable), Grade 0-5, Variable
A black gemstone filled with dancing constellations of star light. When equipped to a Gem Slot, you increase your Inspired Event Scope by 1.
Whilst equiping an Item with this Gem, you know the Guidance Cantrip.
Multigrade Item. For every two Grades above 0, increase the Inspired Event Scope increase by 1.
Gem (Size: Variable), Grade 0-5, Variable
A small clear gem. When equipped to a Gem Slot, increase the LP generated by any effects by 2.
Multigrade Item. For every Grade above 0, increase the additional LP generated by 2.
From Grade 5, when equipped to a Gem Slot, you can increase the LB Lvl by 1. Once you have done so, you cannot do so again until you have completed a Long Rest.
Gem (Size: Variable), Grade 0-5, Variable
A clear gem, filled with flowing golden light, providing a warm comforting feeling around you. When equipped to a Gem Slot, if you would be at 0 HP and have your HP restored, you increase the HP restored by 2, reduce your Degrees of the Wounded condition by 1, and do not need to roll for an Injury.
Once this effect has occured, you cannot do so again until you have completed a Long Rest.
Multigrade Item. For every Grade above 0, increase the additional HP granted by 2.
For every two Grades above 0, increase the Degrees of the Wounded condition removed by 1, and increase the number of times this Gem’s effect can be used by 1. With you replenishing any expended uses upon completing a Long Rest.
From Grade 4 or more, you can instead apply a use of this Gem's effect when restoring the HP of another entity at 0 HP, to bestow this Gem's effect to them.
Gem (Size: Variable), Grade 0-5, Variable
A simple opalescent gem, that glows with golden light whilst under the light of the moon. When first equipped to a Gem Slot, choose a Skill. The first time you would make a Trait Test using the chosen Skill, you are treated as being Legendary with the Skill. Once this effect has been used it cannot do so again until you have completed a Long Rest.
Multigrade Item. For every Grade above 0, increase the number of times this Gem’s effect can be used by 1. With you replenishing any expended uses upon completing a Long Rest.
Alchemical Concoction (Potion) [Consumable (1 Use)], Grade 0-5, Variable
A glass flask, filled with a glowing red liquid, warm to the touch. If Consumed it restores 2d6 + 6 HP. If it instead makes, contact with skin instead of Consumed, it heals half as much HP.
Multigrade Item. For each Grade above 0 increase the HP restored by 2d6 + 6.
Alchemical Concoction (Potion) [Consumable (1 Use)], Grade 1-5, Variable
A glass flask, filled with a glowing blue liquid, cold to the touch. If Consumed it restores either one expended 1st Circle Spell Slot, Soul Points equal to a 1st Circle spell, or Psi Points equal to a Grade 1 Power.
Multigrade Item. For every two Grades above 1 increase the Circle of the Spell Slot/Soul Points restored or Grade of Power whose Psi Points are restored.
Accessory (Ring) (Requires Soulbond), Grade 2, Uncommon
A simple golden ring, with a shield emblem on the top, etched with runes of protection. Whilst wearing this ring, you gain a +1 Accessory Bonus to HT and to Trait Tests to resist, avoid, or end harmful effects.