Dresden D6 Spellcrafting v4.0


Game Mechanics Spell Creation Charts 1 & 2 Enchanted Item Creation Difficulty Chart Potions
Feats Duration Chart Gemstones and Metals Chart Ritual
Magic Manipulation Skills Spell Creation Chart 3 Known Enchanted Items Ritual Difficulty Modifiers
Spells Relationship Chart Items of Power Wards
Backlash and Fallout Symbolic Links Chart Known Items of Power Ward Difficulty Modifiers
Hexing Chart Conjuration/Summoning Divination Wizard’s Death Curse
Learning Spells Object Difficulty Table Divination Chart 1 A Note About Black Magic
Other Sources of Power Scale Chart Divination Chart 2 Sponsored Magic
Mojo Potential of Creatures Chart Craft Items Proximity Chart  
Ley Lines Focus Item Creation Difficulty Chart Enchantments and Veils  
Ley Line Charts Known Focus Items Veil Modifiers Chart  
Creating Spells Enchanted Items Enchantments Modifiers  

Introduction: I, Spellslinger

While there are many different systems of magic in use, certain rules underlie almost all methodologies understood by the White Council. For instance, needing a token from a particular target in order to focus certain magic against it holds true in almost every school of spell-slinging, though the particular ritual or the type of token used can vary widely.


Some terms have come into general use so that practitioners of different paths can understand what others are talking about. Standardization of terminology is largely due to the White Council, who have had to develop ways of coping with problems of communication across cultural lines. If you have to compare skills and spells in order to root out a Black Court infestation, you need to explain to your allies what you can do, understand what they can do, and work out a mutual plan that will—with luck—let you all survive the assault.


Basically, magic is the focus of will to create effect, often with trappings and tools to make it easier or direct it precisely. Physical trappings, while not always strictly necessary, help to focus the thoughts of the spellcaster—until they’ve reached a high level of experience, concentration, and power, most mortals have problems holding all the distinct elements completely in their minds.


Spellcraft is different from innate powers, such as speaking with the dead, precognition, empathy, etc. Think of spellcraft as a toolset, rather than as a single tool. When crafting the spell you need for the job, you’re accessing what you need from the toolset and giving it power from a wide variety of sources. An innate power, on the other hand, is a single tool used for only a small subset of tasks and it draws its power from a single source that never changes. It’s the difference between a carpenter’s workshop and a hammer.



Game Mechanics


Characters who are going to be Wizards must choose the Magically Sensitive/Minor Talent, Apprentice Wizard, and Wizard feats. This gives them a new attribute called Magic Manipulation. They then choose their first four skills and allocate dice as normal. For each whole die in a skill, they can have that many spells under that skill. A Wizard must also choose 3 elements that they are familiar with. To use spells outside these three elements, -2D to the skill, possibly more, just like any use of an unfamiliar skill. Or, conversely you can add 2D to the difficulty number. (Most wizards follow western Air, Water, Earth, Fire, and Spirit/Force themes. Others follow the Asian route: Wood, Fire, Earth, Metal, and Water)


Other spellslingers: If you want to be a one trick pony such as a Minor Talent or a one theme pony, such as Focused Practitioners, you need the Magically Sensitive/Minor Talent feat and/or the Focused Practitioner feats. Sorcerers, the untrained, Non-White Council-Aligned practitioners of full-spectrum magic, require two feats, Magically Sensitive/Minor Talent and Sorcerer feats. Other Supernatural Creatures or beings also toss magic. See their entries or templates for how. 


Feats


Apprentice Wizard

Apprentice Wizards are Magically Sensitive individuals, typically teenagers, that have manifested as a Wizard Level talent in the mystic arts. They are then inducted as a Wizard's Apprentice by the White Council, and are taught the 7 laws of Magic, along with the whys and wherefores of wizardry. Gain 2 Elements and 2 Magic Manipulation skills. 


Prereq: Magically Sensitive/Minor Talent Feat


Powers:

Soulgaze

2 Elements

2 Magic Manipulation Skills


Note: At times these young wizards will be under the Doom of Damocles.....Wizard mentors beware...


Focused Practitioner

Focused practitioners are the minor-league of the spell-slinging set. They have one rather narrowly defined aptitude at spellcraft which they practice to the exclusion of all else—usually because they just don’t “get” things outside of their focus. Sometimes this is due to the practitioner having an intuitive understanding of what they do rather than a trained understanding; sometimes it’s simply the result of a mystical blind spot. Depending on the causes of the focus, some focused practitioners might be able to train into broader spellcasting capabilities, but few do. Gain Evocation of 1 Element, and a choice of one skill of the following: Ritual, Wards, or Divination. 


Prereq:  Magically Sensitive/Minor Talent feat


Powers: 

The Sight

1 Element

Evocation skill and choice of 1 Magic Manipulation Skill from: Ritual, Wards, or Divination


Magically Sensitive / Minor Talent

You have access due to long-forgotten traces of inhuman bloodlines,exposure to the supernatural, or simply the right combination of willpower and belief. These mortals can be referred to as minor talents: people with“one-trick” powers that might not have a lot of mojo—but which can be very effective in the hands of a creative and driven individual. If going the Minor Talent route, it gives access to one 1 point cost power, usually minor ability or psychic ability, and also gets to roll for Mojo Points (4D6). with GM approval, may have more than one power, max two. Also with GM approval, you may choose a power other than minor ability or psychic ability.


Powers: 

Wizard’s Constitution 

If going the Minor Talent route, 1 other power, maybe 2, with GM Approval. 

Roll 4D6 for Mojo points


Sorcerer

“Sorcerer” is a near-pejorative term that many on the White Council use to describe “full spectrum" spell practitioners who don’t have the bloodline, access, resources, and training that a Wizard of the White Council has. Gain 2 Elements and 3 Magic Manipulation skills.


Prereq: Magically Sensitive/Minor Talent


Powers:

Soulgaze

The Sight

2 Focus Items

3 Magic Manipulation Skills


Wizard

The full wizard in action is a terror to behold. Theirs is an ancient bloodline, heir to the magics of old and able to command their full array; given enough time and preparation, there is very little to limit what a wizard can accomplish beyond the fetters of their own belief in what they can do. So with the Apprentice Wizard and Magically Sensitive/Minor Talent Feats, a Wizard will start with 4 Magic Manipulation skills and 3 Elements. 


Prereq: Apprentice Wizard and Magically Sensitive/Minor Talent Feats


Powers:

The Sight

Soulgaze

Wizard's Constitution

3 Elements

4 Magic Manipulation Skills


Magic Manipulation Skills


Alteration-Altering or Enhancing people places or things, physically

Conjuration/Summoning -creating or calling people places or things

Craft Item -creating items, such as Focus Items and Enchanted Items 

Divination -Sensing or viewing people places or things

Enchantment-Affecting the minds of others including Veils, or controlling their behavior

Evocation - Active Magic, usually quick attack spells

Potions - Substances that can be ingested 

Ritual - Slower spells sometimes requiring others to help, but more powerful effects

Wards-Protective spells, as well as spells which cancel or interfere with other spells


Example: 

Gwen has created Ursula, a wizard, she allocated 3D to Magic Manipulation, and choses the following skills: Craft Item, Alteration, Evocation, and Potions. She has allocated dice to the skills as such:


Magic Manipulation 3D

Craft Item 4D+2

Alteration 5D+1

Evocation 5D+2

Potions 4D+1


So Ursula can have 4 crafted items, 5 Alteration spells, 5 Evocation spells, and 4 potions. 


Later after going up a level and allocating some pips to her skills, Ursula now has: 


Magic Manipulation 3D

Craft Item 4D+2

Alteration 5D+1

Evocation 6D+1

Potions 5D


Which means that Ursula has 4 crafted items, 5 Alteration spells, 6 Evocation spells, and 5 potions. 


Spells


Spells are a somewhat codified way to channel Magic via techniques handed down, and are often added to a wizard’s journal. Wizards often experiment in their labs, ritual spaces, or what-have-you creating new spells or modifying old ones. Much like a cook in their kitchen. Think of spells as recipes? Except deadlier and usually brimstone-y. 


Spell Entry Definitions


Spell Name Here

Skill: One of the Magic Manipulation skills needed to perform the spell. May use attribute roll if desperate….!

Element(s) Used: The elements used, most instant spells use only one. Longer form spells can use more.(Common western elements: Air, Fire, Water, Earth, and Spirit/Force)

Difficulty: How difficult a skill roll is it to create the spell?

Mojo Cost: How much Mojo does the spell take. Difficulty divided by 3. 

Vocal: A vocal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. You must be able to speak to provide this component.

Gestures: A gesture component is a specific hand movement or gesture that generates a magical nexus. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. Spells that require you to touch the target require a gesture component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Material: A material component is a bit of physical matter consumed in the casting of the spell. That component(s) is expended in the casting (even if the spell is disrupted). Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Focus Item: A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Ritual: Some spells require more than one participant and an involved ritual. 

Effect(s): What the spell does and any game related mechanics defined here.  

Range: How far does the spell reach or effect? Usually expressed in meters, however, some spells work based on relationships or across galactic distances. Some require touching the target, others affect self. 

Duration: How long does the spell last, in time units. Many times instant, or 1 min per die of skill, or 1 hour per die of skill, could be permanent,  and so on. 

Note: Special notation here or maybe some trivia. 

Mojo Cost: How many Mojo Points does it cost? Difficulty Number divided by 3

Casting a Spell


A caster casts a spell by rolling the skill required for the spell vs. the spell’s listed difficulty. When the roll succeeds, the spell goes off according to design. If it fails, nothing happens. Spells usually require a single action to launch. Spells marked as ‘can be maintained’ will require a Concentration skill roll to maintain each turn or if something attempts to disrupt their concentration. Targeting a spell is based on the Marksmanship skill. If the roll is greater than the target’s defensive skill roll, the spell hits. Unless it’s an area attack, then it’s targeting an area, normal area effect rules apply. 


Mojo Points


Mojo Points are used to measure a spell crafter's ability to alter reality and their magical Oomf. These are determined with the 3D6 roll that they make at character creation via the Magically Sensitive/Minor Talent feat. Each spell has a Mojo cost determined by a spell's Difficulty divided by 3, rounded normally. 


Example: Levi readies his good ol’ Cone of Frost spell, which has a Evocation difficulty of  8 with his Asp Wand Focus Item, costing 3 Mojo to launch the spell. Without his wand, it would be a difficulty of 23 with a Mojo cost of 8. Hope he doesn’t lose his wand! Luckily he doesn’t lose his wand, and the spell goes off. His Mojo Pool goes from 14 to 11, but the bad guys take 8D damage from Frost, in a cone-shaped blast. Ho Ho Ho, dirtbags!


Canceling a Spell


A casted spell with a duration longer than Instant, can be canceled by the caster with a Moderate difficulty either by the Spell’s skill or a Willpower roll. If successful, then the spell dissipates immediately. If unsuccessful, the spell continues until its duration is met or another attempt to cancel is made and is successful. If a 1 is rolled on the wild die, the attempt fails and any effects are doubled. Canceling someone else’s spell would require a Counterspell action.


Increasing a Spell


A spell’s effect can be increased, which increases the difficulty of the spell. Use the charts below in the Creating Spells section for additional bonuses to difficulty numbers based on what extra parameters are being attempted. 


Example: Salish attempts to make the spell ‘Aspect of the Fanged God’ ‘Permanent’ on a target, her difficulty goes up by 50, making the spell’s normal Alteration difficulty 20 to 70! Salish decides to make this into a Ritual ritual, bringing the difficulty down, perhaps. 


Prolonging a Spell


Sometimes it is necessary to extend a spell’s duration. Taking an Instant spell and prolonging it for several rounds or a 3 round spell for another 3 rounds. Before launching the spell, use the Duration chart in the Spell Creation section to add to the difficulty and calculate the increased Mojo cost. 


Example: Levi is facing some Lizard people emerging from swamps at Beaver Marsh in the metropark. He knows they are weakened by cold, so he prepares to launch his Cone of Frost spell, but wants to make it go for 3 rounds, instead of instantly. To increase the spell from instant to 3 rounds, it will take the difficulty from 8 to 17 and the mojo cost from 3 to 6. Aiming his wand, he yells “Shimo-ooooooo!” and continuously aims his Cone of Frost for the next 3 rounds at the group of Lizard people. (3 rounds is a minute and a half.) At the end, his wand, and his arm up to his elbow is covered in frost! 


Resisting a Spell


Targets of spells can resist spells by Counterspell action, or willpower roll vs. the spell’s difficulty. Of course, dodging a spell, especially something physical, can be evaded by Dodge, Acrobatics, or other such skills. GMs are also able to name a skill appropriate for defense against a spell. 


Counterspell


Counterspelling allows a spell caster to nullify a spell by gathering energy up and disrupting or redirecting the energy holding the spell together. The trick is gauging how much counter power and will to bring to knock it out. If you bring too much you risk not being able to control it all. 


To counterspell, the spell caster must roll a Lore skill roll vs. the offending spell’s difficulty (a free action). If successful, they can then pay the Mojo cost, which is the difficulty of the offending spell divided by 3. Counterspelling is 1 action. This can be used against any spell skill type. 


Example: Levi is fighting the Four Storms Gang, Lightning is about to launch a lightning spell, which Levi attempts to recognize via his Lore skill. Lightning’s spell is a 15 Evocation difficulty, so Levi rolls his Lore, getting a 16! The Mojo cost is 15/3=5, so Levi takes 5 off his 14 Mojo total. The spell fizzles in Lightning’s hand, and he gives Levi a stern look, meanwhile, Thunder prepares his Thunderclap spell. Levi rolls his eyes and prepares for the worst. Gonna be a day. That guy in Chicago doesn’t have to deal with this stuff. 


Cantrips or Very Minor Effects


There are some spells or just minor effects that spell casters can perform that are more of a flavor thing than a change reality thing. One example is Dresden’s “flick’em bic’us” spell which lights up candles in his apartment. Players and GMs can negotiate minor cantrip effects. Usually the difficulty for such spells are around 3 or 5, in the Very Easy or Easy range. They shouldn’t cost Mojo. Some other examples, blowing out all the candles in a room, turning the lights on in a room, or a strong wind blowing your cape in just such a way, to make a grand entrance. 


Example: Levi returns to his old Firehouse, now a wizard’s forge. Upon entering, he snaps his fingers and utters “Chikai”, all the exterior doors close and lock, open windows on this level also close and lock. Second floor windows do not. 


Improv a Spell


Improv a Spell is attempting a Spell that the caster never learned or is making it up at the moment. The caster may have heard of it, or may understand or desire a final result and attempt to direct the Ichor to the work. Mechanics-wise, the GM must determine what the difficulty is and the caster must attempt the skill roll. If the caster doesn’t have the skill, roll the Magic Manipulation attribute. With no skill for the spell, difficulty should increase some more. Which means the Mojo cost should be a lil more too.


Backlash and Fallout


When you screw up the spell’s difficulty and either miss it or roll a ‘1’ on the Wild Die, bad things can happen. It’s that kind of universe. Backlash affects the caster, while Fallout affects the environment. 


Mechanically speaking, when you miss the difficulty, mark it down by how much. These then become points that the caster can take as damage or put those points into the environment and thereby, in the GM’s hands. The GM can use these points to affect the environment via damage or cause some sort of chaotic response. Like a floor crumbling or computer shorted out or random creature showing up via the Nevernever. Chaotic response is the worst application of Murphy’s Law the GM can think of, usually. 


Example: Levi attempts to fire off his Lightning Bolt spell, 10 difficulty, 3 Mojo, and uses his sword as a focus item, he gestures at his target, a White Court Vampire called Harlan, speaks “Kaminari!” Rolls his Evocation, getting a 15, but a 1 on the wild die, crap! Heather, the GM, choses a complication, the spell goes off, as planned but it also spreads to the nearby parked cars, causing all their alarms and horns to go off with sparks flying everywhere. Levi remarks “There Can Be Only One” holding his sword high in a pose. Harlan cluelessly asks “What the hell are you doing?” Levi responds “What? You never saw Highlander? You’re probably more of a 91/2 Weeks fan.” In the distance, sirens can be heard. ‘Time to finish this up’, Levi reflects to himself. 


Deliberate or Not-So-Deliberate Hexing


While being a caster in the modern age means that hexing of technology just happens most of the time as fallout, casters can choose to deliberately hex tech. Basically anyone that has the Magically Sensitive/Minor Talent feat on up can do this. Nearly any type of technological device, going all the way back to the Industrial Revolution, can be hexed if it has moving parts of some kind. Generally speaking, the more complex the device, the easier it is to disrupt, so more modern technologies (especially computerized stuff ) tend to succumb easily, while older technologies (non-electric stuff ) are harder to sabotage. Use the table shown here as a guideline for the power requirements of a hexing spell. No real skill roll to make, just be in the general area of the tech to affect and pay the Mojo cost. 


Hexing Chart

Mojo

Technology Potentially Affected

1

Highly sensitive, complex computerized technology—the sort that a good swift bump might break. Very new, cutting-edge technologies and prototypes.

2

Complex (or simple-but-sensitive) computerized tech. Specialized, new, and probably expensive technologies.

3

Simple electronic equipment. Desktop, laptop, other “household” computers. Most current, modern cars.

4

Conceptually complicated, more modern guns (automatic weapons, etc.). Most cars, including older cars from the last few decades. The exciting technologies 1967 had to offer.

5

Even cars without electronics under the hood start to have problems—if it was on the road starting in 1950, there may be some trouble, with a few notable exceptions. Some smaller firearms may be affected, though conceptually simple ones still work pretty well, at least for a time. Older automatic weapons may malfunction.

6

You can’t wear a watch for long without killing it. Even the Model T looks a little scared when you get near it. Electricity is right out.

7

If it’s from the Twentieth Century, it’s probably broken. The late Nineteenth Century’s tech is also prone to troubles. Simple guns may stop working at inopportune moments. Even steam-powered stuff may experience sudden failure.

8

Nearly anything with moving parts from the Industrial Revolution (late-Eighteenth to early-Nineteenth Century) forward, and even some things further back than that. 

It’s open season on technology. Take that, silly lever!


Example: Levi leans against a police cruiser as Officer Melantz explains how he is going to take Levi to the station and get this sorted out. Levi releases 3 Mojo from himself to the car, causing it to die a digital death. Officer Melantz tries to get the car to start, but it’s not working. Levi offers Melantz a counter offer….


Example: Levi is driving his World War 2 era truck, while pursuing  a giant Killer Clown Construct. He is forced to fire his Cone of Frost spell, Evocation difficulty of 8 and Mojo cost of 3. Levi’s truck sputters a bit, but continues to function, barely. Much more Mojo, it might not! “Goddam Killer Clowns. I hates them!” Levi utters.


Learning Spells


To learn spells, wizards usually go through experimentation or training with a mentor, and possibly the journals of other wizards. While learning spells, wizards will write them down in journals of their own. Mechanically, learning spells is the same method as learning skills. 


Journals and Spell Limits


Journals, Grimoires, Spell Books, Codex, Blood Book, Cookbooks, or Spell Texts, whatever you want to call it, for game purposes we call spells written down a Journal. Journals can contain more spells than what a wizard can use in a session. Like in our example, Ursula can only have 5 Alteration and 6 Evocation spells. So Gwen, Ursula’s player, decides which 5 Alteration and 6 Evocation spells are ‘Active’ for her character. Later, when there is a lull in the game, where the PCs are resting or traveling, Ursula can swap out spells from her Journal. Usually it takes a Moderate spell skill check for each one. A ‘1’ on the Wild Die means that the spell was not swapped out successfully or it was swapped and now won’t work correctly or wildly. (Could be… ‘fun’....muahahaha)


Adding to the Journal


When a wizard finds other wizards or other Journals or experiments and creates a new spell, they may add to their Journal. Doing so requires a spell skill check at the new spell’s difficulty. A 1 on the Wild Die means it was not transposed or written correctly and when the wizard attempts the spell, it will fail or have different effects. (Might be…. ‘interesting’)


Worth noting that a wizard could find or steal a Journal from another wizard and skip the transposing or writing and just use the spells from the purloined Journal. Though some wizards put their spells in codes or curse their Journals or other protections. So be careful! Some of the more typical or older spells are codified in Journals that are free to use for beginning wizards and can be found in the White Council’s archives or other libraries. Even further still, there are some wizards that freely give their spells to any that request them. Other wizards require payment or compensation of some kind. Even a Geas, possibly. 


Recovery Time


Spellcasters that have expended their Mojo points can recover one third of them by spending an Action Die and resting uninterrupted for 10 consecutive minutes. If you are interrupted part way through this process, you neither lose your Action Die or regain Mojo points. You cannot rest in intervals less than a total of 10 minutes. 


Other Sources of Power


It is possible to mitigate the cost of power by drawing the energy from another source. 


Drawing Power from other living beings: All living creatures have a certain amount of Mojo, and there are certain conditions under which it can be taken.


Drawing Power without one's knowledge: The magi can siphon Mojo from a person by making a to-hit roll and then the victim must make a perception vs. wizard willpower roll. If the wizard is successful, then they may draw half the target's Mojo pool.


Drawing Power with a person's knowledge and consent: Wizards can draw 70% of a person's pool. There is no limit of how many people can donate at one time. Most mundane humans have 2D6 Mojo, normally. 


Drawing Power from an unwilling subject. Anyone being attacked in this fashion may resist with willpower vs. willpower roll.


Drawing Power from another wizard is darn near impossible.


Taking Power from killing a living creature or person, is the most terrible method of taking Mojo. At the moment of death the killing wizard can take double the person/creature's Mojo.


Mojo Potential of Creatures Chart

Creature

Mojo potential

Apes

4D6

Bear

2D6

Birds (small)

1-4

Birds of Prey

2D6

Canine: Small

2D6

Canine: Large

3D6

Canine: Wolf

4D6

Cat: Domestic

2D6

Cat: Wild (Predatory)

3D6

Cat: Large Wild (Lion/Tiger)

4D6

Cattle

4D6

Fish

1-4

Horse

4D6

Lizard: Small

1D6

Lizard: Large

2D6

Monkey

2D6

Mustelid (weasel or badger)

2D6

Rodent: Mouse

1-4

Rodent: Rat/other large rodents

2D6


Ley Lines 


Ley lines are matrices of natural Magical Energy that run in straight lines across the globe. Life creates this energy, and it is constantly renewed by the circle of life and death of living beings. Where several lines intersect and cross, the energy is even greater. These intersections are called nexus points. Wizards can siphon energy from these lines and nexuses, especially during certain periods and positions of the moon and stars. The additional energy is often only accessible directly at a ley line nexus and must be used while it is available. The Power cannot be saved and used later. This makes timing a critical factor. 


Ley Line Proximity Chart

Type

Effect

Near a Ley Line 

2D6 Mojo

Within a half mile of a ley line nexus

10 Mojo per round or Recover 10 per Recovery action. 

At or 200’ (61m) from a nexus

20 Mojo per round or Recover 20 per Recovery action. 


Ley Line Periods of Increased Energy Chart

Type

Effect

Midday and Midnight, near a ley line

20 Mojo per round; lasts for 1 minute

Midday and Midnight, near a nexus

40 Mojo per round; lasts for 1 minute

Equinox at a nexus

40 Mojo per round

80 Mojo per round at dawn, noon,  and sunset

A failed roll, or a ‘1’ on a Wild Die, a portal opens and demons come flying out!

Summer and Winter Solstice at a nexus

June 21st and December 21st the Mojo energy is the same as during the equinox. At the dawn of a solstice, the nexus erupts with energy for a 5 minute period. During this time the wizard can tap into 300 Mojo. However there is a chance, upon a complication, or failed roll that a portal will open and something will come out or a terrible storm. 


At sunset, another, smaller, 5 minute energy flare erupts. The wizard can draw upon a 150 Mojo. This time there is a lesser chance of a portal opening with a failed roll or a complication. 

Lunar Eclipse at a nexus

30 Mojo per round during the 90 min period of eclipse. But at the zenith of eclipse, 400 Mojo can be had. 

Partial Solar Eclipse at a nexus

During 2-8 min eclipse, 60 Mojo can be tapped per round, 800 at the zenith for one round



Creating Spells


Creating spells for wizards is not a terrible process. First come up with what you want the spell to “Do”. Figure out which skill it would fall under: Alteration, Conjuration/Summoning, Craft Item, Divination, Enchantment, Evocation, Potions, Ritual, and Wards. Difficulty of the spell is determined by factors listed below, but the main one to think of is: How many dice of effect do I want? For instance:  If I want an Evocation spell launching fire from my hands, how much damage will it do? Or, an Alteration spell that gives a tough hide to someone’s skin, providing protection, how many dice of protection? Once the dice are figured out, then you can more easily determine whether it has Vocal, Gestures, Material Components, or other factors. 


Form for Creating Spells


The form below is handy for working on spells. 


Spell Name: 


Skill:


Element(s) Used: 


Difficulty:


Mojo Cost: 


Vocal:


Gestures:


Material: 


Focus Item: 


Ritual:


Effect(s):


Range:


Duration:


Note:




Spell Entry Definitions


Spell Name Here

Skill: One of the Magic Manipulation skills needed to perform the spell. May use attribute roll if desperate….!

Element(s) Used: The elements used, most instant spells use only one. Longer form spells can use more.(Common western elements: Air, Fire, Water, Earth, and Spirit/Force)

Difficulty: How difficulty a skill roll is it to create the spell?

Mojo Cost: How much Mojo does the spell take. Difficulty divided by 3. 

Vocal: A vocal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. You must be able to speak to provide this component.

Gestures: A gesture component is a specific hand movement or gesture that generates a magical nexus. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. Spells that require you to touch the target require a gesture component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Material: A material component is a bit of physical matter consumed in the casting of the spell. That component(s) is expended in the casting (even if the spell is disrupted). Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Focus Item: A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Ritual: Some spells require more than one participant and an involved ritual. 

Effect(s): What the spell does and any game related mechanics defined here.  

Range: How far does the spell reach or effect? Usually expressed in meters, however, some spells work based on relationships or across galactic distances. Some require touching the target, others affect self. 

Duration: How long does the spell last, in time units. Many times instant, or 1 min per die of skill, or 1 hour per die of skill, could be permanent,  and so on. 

Note: Special notation here or maybe some trivia. 


Steps to Create Spells

  1. Determine which skill to use and which Element. Listed below are the Magic Manipulation skills, of which to put your spell under one of these. If you are having trouble, check with the GM and see if they can help. 

Example: Levi’s Player is working on a spell that inverts gravity. He wants the target(s) to fall upwards at such speed to induce 5D of damage. He uses Japanese Godai Elements, so the element is Chi (Earth) and the skill is Evocation


Magic Manipulation Skills


Alteration-Altering or Enhancing people places or things, physically

Conjuration/Summoning -creating or calling people places or things

Craft Item -creating items, such as Focus Items and Enchanted Items 

Divination -Sensing or viewing people places or things

Enchantment-Affecting the minds of others including Veils, or controlling their behavior

Evocation - Active Magic, usually quick attack spells

Potions - Substances that can be ingested 

Ritual - Slower spells, with rituals, but more powerful effects

Wards-Protective spells, as well as spells which cancel or interfere with other spells


  1. Difficulty of the spell. 

The following factors can help determine difficulty: 

Spell Creation Chart 1

Effect Dice (3* Each D)

Fine Beam 15 (+3D to Dmg/Effect)

Med Beam 10 (+2D to Dmg/Effect)

Large Beam 5 (+1D to Dmg/Effect)

Cone +5 (-1D to Dmg/Effect ea row out from source)

Area Effect +3 per 1” sq area

Explosive 5 (-1D from dmg each 1” from center)

Split Attack 5; +3 per split

Persistent Damage/Effect 5; +VAR, see D6 Adventure book, Benchmarks Chart

Dome 5; +3 per 1” radius

Wall 5; +3 per 3” length, +3 per 1” height


Note: that difficulty is at minimum 5! Never Zero!


For every 1D of effect, 3 difficulty gets added

For a Fine beam, the width of a finger, lets say, adds 15 to difficulty and +3D to spell effect dice. 

For a Medium beam, the width of a hand, adds 10 to the difficulty and +2D to spell effect dice. 

Large Beams, bigger than a hand, only add 5 to the difficulty and +1D to spell effect dice. 


Area effect modifiers-sometimes a spell will affect an area, here are the modifiers for them:


Cone starts at caster’s square and widens out each square from origin. This adds 5 to the difficulty but is -1D from spell effect every 1” of range until 0D. 


Example: Ursula uses her Cone of Ice spell, projecting a cone of ice from her, one square, then two squares, then three squares, then four squares, at a max distance of 4” from herself. 


Area starts at the targeted square and goes out to the specified amount, such as 4 square area, a 3 square area and so on. 3 to the difficulty, per 1” of sq area. 


Explosive area effect is a spell that hits a targeted square and explodes outward from that square, usually knocking things down or apart, like explosives. This adds 5 to the difficulty, with -1D from each square out from the first until 0D. So a 5D spell effect will explode out 5” from ground zero. 


Split attack allows hitting more than one target with the same spell. Such as a chain of lightning that bounces from person to person or a beam launching from two fingers instead of one. 5 added to the difficulty along with +3 for every ‘split’. 


Persistent Damage or Effects are spells that linger or continue doing damage. Such as a spell dealing plasma damage. This would have to be discussed with the GM. 5 is added to the difficulty along with whatever modifiers added to that total to get the effect / damage correct. 


Dome effects are usually with defensive spells, a circular dome appears as tall as it is wide. 5 plus 3 for each 1” radius of effect. 


A Wall effect is also a defensive construct typically, manifesting a certain length and height. 5 plus 3 per 3” of length and 3 per 1” of height added to the difficulty number. 


Spell Creation Chart 2

Simple Shield 

Ablative (Usually for Defensive spells) +5 (Each attack stopped, but protection lowers 1D each time hit)

Personal Shield or Armor 5

Protect Multiple Individual Targets 5; +3 per target

Vocal, -5

Gestures, -10

Material, -15

Focus Item,


Simple shield is a circular or square or rectangle shield that floats in front or off a limb of the caster that provides protection normally. This effect adds nothing to the difficulty. 


Ablative is a defensive effect normally. Each attack is stopped at spell effect dice level, but the protection lowers 1D each time hit. Add 5 to the difficulty. 


Personal shield or armor is an effect that covers the target in an envelope of energy or whatever the spell’s effect is, or it could be a form of armor covering the body. Adds 5 to the spell difficulty. 


Protect multiple individual targets. Similar to an area effect or personal shield effects, this normally defensive spell effect covers up to the specified number of targets with the spell’s effects. 5 added to the difficulty with 3 more for each target. 


Durations, the typical duration of a spell is instant. To enhance this to continue longer, the following chart applies: 


Duration Chart

Time

Difficulty Modifier

Duration-Instant

0

Duration-Rounds

+3 for every round

Duration-Minutes

+7 for every minute

Duration-Hours

+11 for every hour

Duration-Days

+14 for every day

Duration-Permanent

+50


Vocal modifiers are words or phrases spoken to activate the spell, using Vocal takes 5 off the difficulty.  


Gestures are hand movements or finger tuts, -10 off the difficulty


Material(s) is a bit of physical matter consumed in the casting of the spell. Eye of Newt or something like that. -15 to the difficulty. 


Focus Item is a small item or jewelry that helps the caster focus the energies for the spell. They are not destroyed by this and can be used many times until they are somehow destroyed. -15 to the difficulty. 


Some spells require ranges beyond the default, here the modifiers for them: 


Spell Creation Chart 3

Range increment

Difficulty Modifier

Range-Self

0

Range-Touching

0

Range-Normal (1" per 1D of effect)

0

Range-Increase Range

For each 1” increased, +1 to difficulty

Range-Not in line of sight, but 1-100 meters away

5

Range-101 m to 10 km away

7

Range-11 to 1,000 km away

10

Range-Same planet but over 1,000 km away

15

Range-Same Star System but different planet

20

Range-Not in the same star system

30


Some spells are Relationship dependent so here are some modifiers for such. 


Relationship Chart

Relationship with target

Difficulty Modifier

Relationship-Close Relatives (married, parent-child, siblings)

0

Relationship-Close Friends

2

Relationship-Friends

5

Acquaintances

7

Slight Acquaintances

10

Met Once

12

Known only through Reputation

15

Complete Strangers

20

Complete Strangers and Different Species

30


Some spells need symbolic links or other physical items that will help the spell work. 


Symbolic Links Chart

Symbolic Link Examples

Difficulty Modifier

Piece of person (hair, flesh, blood, appendage, etc.)

-20

Personal artifact, possessions

-10

Representative symbol (doll, clay figure)

-10

model of place, picture, things taken from it

-15

Sample of writing

-10



  1. After determining the spell’s difficulty, specify any of the modifiers, list duration time and ranges, whether it’s got area effects or other factors. Describe the spell’s effects, and add any notes about the spell. Detail any spell components as well. Then you are all done!


Example: Levi’s player decides that the Gravity Inversion “Sakadachi” (Falling Reverse) spell will do 5D damage to an area of 5” radius, and will have a Vocal component, “Sakadachi!”, use a focus item: Jade Ring, on Right Index Finger. The duration will be Instant. This results in a spell that is: 


Spell Name:“Sakadachi” (Falling Reverse) 

Skill: Evocation

Element(s) Used: Chi (Earth)

Difficulty: 15

Mojo Cost: 5

Vocal: Yes, “Sakadachi!”

Gestures: none

Material: none

Focus Item: Yes, Jade Ring, on Right Index Finger

Ritual: none

Effect(s): Gravity is inverted in a 5” radius Area. Everything is pulled upwards and if they run into anything, like a ceiling, take 5D damage. They continue falling upwards for 13-18 meters, if no ceiling. Otherwise, when the spell ends, they fall back down, then get the 5D damage, and are prone. They would have to use an action to get back up. 

Range: 5”

Duration: Instant

Note: Without the focus item, this becomes a Evocation difficulty of 30 and Mojo cost of 10! Don’t lose the focus item!


Example Spells

Carlos Ramirez’s Entropy Shield

Warden Carlos Ramirez uses a heavy leather gauntlet (see below, under Known Focus Items) as a focus item to help him cast his famous water-based entropy shield, which does not attempt to stop attacks but rather disintegrate them.


Skill: Evocation

Element(s) Used: Water

Difficulty: 29, with Gauntlet 14

Mojo Cost: 10, with Gauntlet 5

Vocal: None

Gestures: None

Material: None

Focus Item: Usually yes

Ritual: No

Effect(s): A weird-looking hemisphere of entropy appears in front of the caster, (simple 2-3ft shield form) partially disintegrating attacks.

Range: 6”

Duration: 1 round

Note: Carlos will sometimes increase the duration, or force a creature to dive into the shield, causing damage and usually death. 

Earth Stomp

Donald Morgan isn’t the subtlest guy in the world—this spell has the ground itself swallow up the target and crush it.

Skill: Evocation

Element(s) Used: Earth

Difficulty: 24

Mojo Cost: 8

Vocal: None

Gestures: Stomp a foot on the ground

Material: None

Focus Item: None?

Ritual: No

Effect(s): A cone shaped attack originating from where the foot hits the ground, causing the ground to shake, with 8D difficulty to maintain footing or fall into a sudden opening in the ground, which then swallows whoever falls in, causing the targets having to dig themselves out. Another 8D difficulty. 

Range: 8”

Duration: Instant

Note: Could change this to cover an area of effect. Focus Item would also help with Difficulty and Mojo cost. Unclear if Morgan uses such things. 



Entanglement

This spell causes a band of force to entangle the target’s ankles, effectively binding them in place.


Skill: Evocation

Element(s) Used: Spirit (force)

Difficulty: 20

Mojo Cost: 7

Vocal: None

Gestures: point at target

Material: None

Focus Item: Yes

Ritual: No

Effect(s): Using Marksmanship to hit, target’s ankles are bound together by bands of force. 4D vs. Strength to break or for Difficulty to escape. Target can use Defensive skills such as Dodge or Acrobatics to avoid getting hit. 

Range: 4”

Duration: 2 minutes

Note: Power levels may of course be changed based on the target’s ability to oppose the spell. This spell is non-lethal; a damaging variant is also possible, just add Dice for damaging effect, while keeping binding strength the same. 


Fuego!

This is Harry’s standard fire attack spell—one of his favorites when he decides subtlety is inappropriate. It sends a blazingly hot beam of flame toward a single target. He usually uses his blasting rod to aid his control roll.


Skill: Evocation

Element(s) Used: Fire

Difficulty: 14

Mojo Cost: 5

Vocal: Yes; Fuego!

Gestures: None

Material: None

Focus Item: Yes, Blasting Rod

Ritual: No

Effect(s): Uses Marksmanship to hit, upon saying ‘Fuego!’ a bigger than hand sized beam of fire emits from the Blasting Rod focus item. Can be dodged by usual defensive rolls such as Dodge or Acrobatics, ect. 

Range: 9”

Duration: Instant

Note: Variations could be for less damage, Dresden sometimes brings it down to 4D fire attack. Could also open it up to a cone type of attack. 

Grasping Branches

Yoshimo used this tremendously powerful evocation to destroy a zombie by animating a nearby tree.

Skill: Evocation

Element(s) Used: Water

Difficulty: 16

Mojo Cost: 5

Vocal: Yes; Tsurīatakku!

Gestures: Point at tree

Material: None

Focus Item: None

Ritual: No

Effect(s): Point at a tree next to target and the tree then animates and attempts to attack the target. Caster’s Marksmanship skill to hit, the enchanted tree does 7D damage. If in a grapple, the tree’s strength is 7D. The target of the tree may attempt to avoid with normal defensive skills such as Dodge or Acrobatics. 

Range: 7”

Duration: Instant

Note: Variations could include extending the duration.


Hyperawareness

This spell increases the caster’s awareness, allowing him to react to danger much more quickly.


Skill: Evocation

Element(s) Used: Spirit or Air

Difficulty: 23

Mojo Cost: 8

Vocal: None

Gestures: None

Material: None

Focus Item: None

Ritual: No

Effect(s): +3D to Perception and Perception based skills, also Defensive rolls vs. Attacks. The spell gives a “Danger Sense” or a Hyperawareness of the area and any impending danger. Defensive rolls include lauching a defensive spell. 

Range: Self

Duration: 3 rounds

Note: If you use a focus item, it could cheapen this spell by quite a bit. Mallory uses this spell, not sure if she uses a focus item. 


Orbius

This is the spell Madge Shelly used to suffocate Trixie Vixen in the Blood Rites casefile. It creates a mass of glop (Harry described it as looking vaguely like a cow patty) over the target’s windpipe, suffocating them over the course of several rounds.

Skill: Conjuration

Element(s) Used: Spirit

Difficulty: 23

Mojo Cost: 8

Vocal: none

Gestures: none?

Material: none

Focus Item: none

Ritual: No

Effect(s): A glop of material, resembling a cow pattie materializes in the windpipe of a target, suffocating them. 3D damage vs. STR -2D, minimum of 1D to resist suffocation. No armor or other defenses to counter the spell, unless magically protected somehow or breath differently than human norms. 

Range: 3”

Duration: 3 rounds

Note: The caster could change the power or duration, tailoring it to a given target’s strength or powered toughness. 


Quick Veil

Molly Carpenter is especially good at these spells; typically she uses no focus items for them.

Skill: Encantment

Element(s) Used: Spirit

Difficulty: 17

Mojo Cost: 3

Vocal: None

Gestures: None

Material: None

Focus Item: None

Ritual: No

Effect(s): Caster becomes invisible, with 3D vs attempts to see them. 

Range: Self

Duration: 1 round

Note: The caster could add additional dice to make the veil stronger, to veil additional people or big objects, to “throw” the veil over an object from a distance, or to gain additional rounds of duration without needing to concentrate and re-roll.




Rifflitum and Other Shield Spells

Harry uses this spell to create a magical shield, mitigating the blow of an incoming attack.


Skill: Evocation

Element(s) Used: Spirit 

Difficulty: 6

Mojo Cost: 2

Vocal: Yes; Rifflitum!

Gestures: No

Material: No

Focus Item: Shield Bracelet

Ritual: No

Effect(s): A simple shield of Spirit energy, 5D vs. Damage, use Marksmanship to move it to block attacks. If shield is overcome with damage, it dissipates, and remaining damage hurts caster. 

Range: Self

Duration: 2 rounds

Note: Add more dice to effect, increase the duration, or make it permeable to certain energies. 


Whirlwind

This spell calls up a whirlwind, tossing people around like the proverbial rag dolls. Elaine Mallory used this

Skill: Evocation

Element(s) Used: Air

Difficulty: 11

Mojo Cost: 4

Vocal: Yes; Senpū!

Gestures: Yes; Clawed hands circling each other, then releasing

Material: None

Focus Item: Yes, Elaine Mallory’s ring or was it bracelet?

Ritual: No

Effect(s): In a 6” Area, everyone there must make a Strength or Reflexes check to keep footing, otherwise prone. Any loose objects in the area also start flying around, doing Material Strength +6D damage to whoever is in the area. Targets in the area can avoid getting hit by rolling defensive skills vs. 6D Difficulty. 

Range: 6” and 6” area 

Duration: Instant

Note: None






Conjuration/Summoning


Summoning (and Binding)


Dealing with spirits and other supernatural entities (such as demons) from a “safe” distance is one of the hallmarks of magic. The traditional sorcerer from folklore relies entirely on summoning and binding demons to accomplish his aims—and typically pays a terrible price in the process. It is wise for a budding wizard to heed these cautionary tales. Dealing with spirits and demons is no simple task.


There are three parts for summoning a spirit, each of which can (and often should) be done as its own spell—though a very ambitious wizard can always try to build a spell that incorporates two or more of these parts:


  1. Create a container to hold the entity.

  2. Summon the entity.

  3. Control the entity (binding).


Step 1: Containing


Containing the entity requires you to create a container, much like crafting a ward (YS 276 or see below) with a very specific purpose and the intent to keep things in rather than out. As with a ward, the difficulty of the containment spell should depend on a combination of duration and the strength of the ward. Use the rules for wards when creating a spell of this type. Focused practitioners specializing in summoning and binding can always cast containment spells for use with their work, even if they have no facility for creating wards in general.


Step 2: Summoning


Summoning a supernatural entity is a matter of willing it to your presence and having a place to contain the entity when it arrives—typically a casting circle. This usually requires enough levels of difficulty to beat the entity in a contest of Willpower, so you’re wise to shoot for five or more dice above the entity's Willpower. Therefore, most summoning requires a bit of preparation beforehand. Usually, this time is spent sussing out the entity’s True Name and how strong their will is via the Lore skill. Once your wizard successfully casts the spell, the entity appears in the designated space. Anytime you have the True Name of something, you can find it much more easily. 


There is no guarantee the summoned entity will behave how you want it to. You will have to bargain with the entity to achieve your desires. There’s nothing technically magical about this part of the interaction, and a wizard who expects to do this regularly should make sure he’s well versed in Persuasion, Con/Deceit, Charm, Intimidation, and most definitely, Bargain.


Even when contained strongly, an entity may try to break the bonds of the summoning circle via trickery (a broken container loses all its strength, instantly) or by main force (launching attacks through the block, usually with its Willpower as the attacking skill). In the latter case, this is a direct conflict of will against will. The wizard must win in order to maintain his circle and keep the entity trapped (a victory can also be used as an opportunity to banish it). If the entity wins, it escapes the wizard’s grasp, and then it’s free to do as it wishes. This is usually a bad thing. Luckily, with a strong container established, the wizard usually has the upper hand and may be able to inflict some harm on the entity in return (see below).


Step 3: Binding


Binding the entity is a third, optional step. You exert your will over the entity, forcing it into your service. Done as another spell, this is considered a fully transformative effect and therefore requires enough dice to take out the demon as if it were a full conflict.


A more haphazard and dangerous approach is using the entity’s True Name to assault the being directly, trying to wear it down in an actual exchange-by-exchange conflict. In such a case, you can use your Willpower or possibly Lore or Conjuration/Summoning as the attacking skill, inflicting mental damage on the creature, or you can step it up to genuine spellcraft and assault the creature with spirit evocations.


That True Name must be guarded carefully. Any skilled practitioner that learns a creature’s True Name can make similar attacks to wrest control of the creature away from its original master. (Without the True Name, evocations directed at the creature simply work to disrupt its manifestation and send it away.) Regardless, bindings formed in this way are imperfect and decay more rapidly than those achieved by way of ritual.


Once the entity is bound, you must work to keep the bond reinforced—after the entity has recovered from the damages it sustained in the initial conflict, it will likely attempt to escape and the spell will probably need to be recast. In time, this cycle of need can become a problem of its own. Also keep in mind that most entities really don’t appreciate being controlled in such a one-sided way; a bound entity will likely do everything it can to subtly undermine your control until it can make a bid to break away.


Example: Harry summons up Chaunzaggoroth to get information on Harley MacFinn. First he energizes his Brass summoning circle in his lab, while calling Chauncy by his true name. Since Harry is familiar with his will, he adds 5D to his own considerable Willpower. Succeeding in his battle of Wills, Harry then tries to get information using his Bargain skill. Not rolling well, Harry has to give Chauncy one of his names. 


Conjuration


Conjuration is the art of creating objects of seeming substance out of nothing. When it comes down to it, though, this is a shell game. None of the things that conjuration creates are actually real; they’re made of ectoplasm, the nothing-stuff of the Nevernever, and once the energy that’s telling that ectoplasm to be something leaches out, it dissolves—first into goo, then into nothing at all.


Here, the difficulty of the conjuration is a matter of detail and scale (both quantity and size), as well as the believability of the creation. Note: All of these items still look “a little off ” or “unreal.” You could also use some of these difficulties when using the Craft Items skill.


Object Difficulty Table

Object Difficulty

Difficulty Modifier

Piece of Paper

+3

Simple Weapon no moving parts

+6

Simple Weapon with a few moving parts

+18

Minor Animated creature (frog)

+24

A non functional vehicle

+28

Functional objects of real tech*

Impossible

Quantity

+6 each object or creature

* = Functioning objects of real technology are pretty much impossible (or more accurately, too much work to be worth it).


Scale Chart

Size

Difficulty Modifier

Sub Atomic

+40

Atomic

+35

Microscopic

+27

Tip of a Pin

+25

Gnat

+23

Ant

+21

Plastic Action Figure

+15

Action Figure

+12

Fashion Doll

+9

Breadbox

+6

Small Human Child

+3

Human Size

0

Small Motorcycle

+3

Average Car

+6

City Bus

+10

Two Story Building

+14

Four Story Building

+20

Eight Story Building

+24


In terms of believability, if the wizard wants to pass the conjured object off as real, he must commit more levels of difficulty to the spell—basic conjured objects have an Easy difficulty of believability. So to make a Breadbox, with a difficulty of +6 believable, add another 16-20 to the difficulty. 


A wizard can use the Sight or other means of divination to figure out that something’s made of ectoplasm, though, so the chances of avoiding supernatural detection are fairly slim.

Often, ectoplasm is used to create a body for a summoned spirit to inhabit so it can physically interact with the world. Most of the time this ectoplasm form is generated by the summoned creature and not the summoner. but in some cases a body must be constructed deliberately in advance.



Craft Item(s): Focus Items, Enchanted Items, and Items of Power


Focus Items, Enchanted Items, and Items of Power are created through crafting rituals and use of particular materials and components using a skill under Magic Manipulation called Craft Item. This skill can be specialized for particular Focus Items, Enchanted Items, and Items of Power, reflecting a particular skill in making that kind of item. 


Crafting magical items is, by and large, a very boring process that quickly lends itself to bean-counting, resource management mini-games. Even the simplest focus item requires weeks or months of the wizard sitting in their study, gradually aligning the item with the proper energies through repetitive motion and thought—not really stuff you want to spend time describing or talking about. To avoid that boring repetition, the game handles crafting through the application of skill rolls. Wizard characters get a number of “slots” for different kinds of items, under the assumption that there is a practical maximum of items that a wizard can make and maintain at one time. That number rises via character advancement, allowing the wizard to either possess more items or create stronger ones. 


The number of slots are based on how many whole Dice the character has in the Craft Item skill. As the character gains experience, they can add to their Craft Item skill, which, if it increases to the next whole die, you can have more slots open for Focus Items or Enchanted Items. Items of Power can only be gotten by Feat selection or a particular template. 


Also keep in mind, every Focus Item can be broken into 2 Enchanted Items. It is recommended that you do not make every Focus Item slot into Enchanted Items. A lot of spells work better with a Focus Item. You can also ‘swap’ Items out between sessions or adventures, with GM approval. If you keep some items in your Lab, you can simply dump some there and pick up what you need, within slot limits. 


Procuring materials can be an adventure or a series of adventures in themselves. Or you can hand-wave it away, using the Value, Contacts, Streetwise, or Resources skills. Optionally, Lore, Investigation, Search, or Scholar skills could be helpful finding materials. 


Focus Items


Focus Items are not as complex as Enchanted Items can be, nor are they as powerful and indestructible as Items of Power. They enhance a wizard’s spellcasting in a particular fashion by providing a bonus (usually +1D or +2D) to one part of the spellcasting effort. Typically hand-crafted by the wizard, focus items are bound to the particular magic they’re intended to work with through a monotonous process of ritual attunement, where the wizard sits with the item in a casting circle or similar ritual space and visualizes its use for hours on end. After a period of weeks or months, the item is ready. Focus Items are typically attuned to one element the caster knows, and one Magic Manipulation skill. Most often Evocation, though Focus Items can also work with the other skills too, such as a cauldron focus item that helps with Divination, or a hammer that helps with Craft Item. To have a Focus Item that can attune to more than one element is rare and will use up one more focus item slot per additional element. If you want to add an additional Magic Manipulation skill, equally rare, that also adds to the difficulty. 

 

Focus Item Creation Difficulty Chart

Features Difficulty

+1D to 1 Magic Manipulation Skill, 1 element

10

+2D to 1 Magic Manipulation Skill, 1 element

15

Each Additional Element, using add’l slot

20

Each Additional Skill, using add’l slot 

20

Name of Focus Item

Difficulty: Difficulty number for Crafting Item skill. 

Element(s): One or more Elements the item is meant to help with.  

Material: Description of materials making the item

Effect(s): Any game mechanic effects of note

Note: Details about the item and what it can do, mostly non-game mechanics information. 


Example: Levi is building a wand to help with Godai Chi/Earth element spells. He has a tactical metal tool called an ASP, which he marks with carved sigils and such, while tuning it to these energies. It takes several weeks for this repetitive process. He rolls his considerable Craft Item skill and successfully creates his Asp Wand.


Asp Wand

Difficulty: 15

Element(s): Chi/Earth

Material: Metal ASP tactical weapon

Effect(s): Since it started as a melee tactical weapon, it can do STR+1D when not being used for magic. It’s collapsable and he wears it on his belt. When being used for magic, +2D to Chi/Earth Evocation spells


Later, Levi wants to build a ring that can both help with Sui/Water elemental magic in both Evocation and Alteration skills. Using his skills and his foundry, he creates the ring, and imbues it over several weeks. He has to roll a 30 on Craft Items to make the ring work. 


Silver Ring of Entropy

Difficulty: 30

Element(s): Sui / Water

Material: Silver ring etched with arcane symbols, worn on left index finger

Effect(s): +1D to Sui/Water element spells in both Evocation and Alteration spells.



Known Focus Items


Carlos’s Gauntlet

A leather glove with slender steel plates attached (Harry says the plates are covered in Aztec or Olmec glyphs), Carlos Ramirez uses this glove to enhance his entropy spells—especially the disintegration shield he used to great effect in the White Night casefile.


Difficulty: 10

Element(s): Water

Material: leather glove with slender steel plates

Effect(s): +1D to Evocation, Water spells

Note: None


Carlos’s Staff

Carlos uses his staff to gain extra oomph on his offensive spells.


Difficulty: 10

Element(s): Water

Material: Wood staff, type of wood unknown..

Effect(s): +1D to Evocation, Water spells 

Note: Staves come in all varieties, a mix of offensive and defensive power, suited to the wizard’s personal style. They are often held in the left hand and used to draw in power—the same property that makes the left hand well suited for defensive implements.


Elaine Mallory’s Thorn Wand

A carved wooden wand which looks like a very large thorn. It functions similarly to Dresden's blasting rod, using lightning in place of fire.


Difficulty: 10

Element(s): Air

Material: Wood

Effect(s): +1D to Evocation, Air (Usually Lightning)

Note: None


Elaine Mallory’s Pentacle Amulet

Identical to Harry’s Amulet. Slightly different functions


Difficulty: 30

Element(s): Spirit

Material: Silver 

Effect(s): +1D to Divination, Evocation, Spirit

Note: 


Elaine Mallory’s Shield Ring

Used for defensive spellcasting.


Difficulty: 10

Element(s): Air

Material: Unknown metal

Effect(s): +1D to Evocation, Air 

Note: 


Harry’s Blasting Rod

Rods and wands are typically used to enhance the caster’s control of offensive evocations, and Harry’s blasting rod is no different. This is Harry’s blasting rod by the end of the Storm Front casefile.


Difficulty: 10

Element(s): Fire

Material: Wood

Effect(s): +1D to Evocation, Fire

Note: As time goes on, this becomes a +2D


Harry’s Shield Bracelet

Harry’s shield bracelet is made from a chain of tiny medieval-style shields; he uses it to help focus his potent force shield. This item took some damage during one especially tough fight; until Harry replaced it, it threw off a shower of sparks when Harry threw up his shield.


Difficulty: 20

Element(s): Spirit (Force)

Material: tiny metal shields

Effect(s): +1D to Evocation, Spirit (Force)

Note: Needn’t be a bracelet; Elaine’s shield ring works a very similar way (providing a defensive power bonus to air evocations).




Harry’s Staff

Like his blasting rod, this is Harry’s staff by the end of the Storm Front casefile.


Difficulty: 10

Element(s): Spirit

Material: Wood, from tree struck by lightning

Effect(s): +1D to Evocation, Spirit

Note: Later times, add another element: Hellfire


Madge’s Ring

Madge Shelly wore a ring granting power to spells sponsored by her Outsider patron.


Difficulty: 10?

Element(s): Unknown

Material: Unknown

Effect(s): +1D to Sponsored Magic spells via ‘He Who Walks Behind’


Enchanted Items


Enchanted items are intended to hold a single, pre-generated effect that is stored until released,

after which the energy in the item must be recharged. The construction process is very similar to the process for creating a focus item, except that the wizard also imbues the item with minute amounts of spell energy as they go through the attunement process, gradually shaping it to hold the energy it’s designed for. Making an enchanted item requires one enchanted item slot, which can be acquired by trading in a focus item slot for two enchanted item slots. Enchanted items can be more complex and require more work, possibly more research and review. They are essentially a ‘Spell in a Box’. Certain items can be used by anyone, such as Harry’s Duster, while other items, such as the amulets used by Murphy, Thomas, and Molly to enter Harry’s apartment and get through the wards, are usable by that sole individual. 


Enchanted Item Creation Difficulty Chart

Item Qualities

Difficulty Modifier

Contains a spell

Spell Difficulty+5

Accessible to Anyone for use

-15

Inaccessible to Anyone but One to use

+15

Additional Charges past first one

+5 per charge

Complexity of Construction

+VAR 

Always on, no charges, infinite

+25


Example Complexities

Example

Complexity/Difficulty Modifier

Simple (Harry’s Blasting Rod or Staff)

6-10

Fairly Simple (Harry’s Force Rings)

11-15

Complex (Harry’s Ward Amulets)

16-20

Very Complex (Lil Chicago)

21-30

Extremely Complex (Pentacle amulet when combined with Gem)

31-40

Challenging and Extremely Complex (Eye of Balor)

41-50

Legendary Complexity (Edinburgh Wards)

51++


Name of Enchanted Item

Difficulty: Difficulty number for Crafting Item skill. 

Material: Description of materials making the Item

Effect(s): Any game mechanic effects of note

Charges per day: How many times a day it can be activated. 

Note: Details about the item and what it can do, mostly non-game mechanics information. 


Example: Levi creates a Ring that contains his “Sakadachi” (Falling Reverse) spell. It utilizes the element Chi/Earth and is an Evocation spell. The difficulty of the spell is 15 and uses 5 Mojo normally. So Levi gets to work, using his forge and other tools, along with slowly adding Mojo to the ring. He wants the ring only usable by himself, have 3 charges a day, and since it’s a ring, Heather, the GM says complexity is 11 for a fairly simple ring design. The difficulty for his Craft Item skill is Spell Difficulty + 5 + Inaccessible to Anyone but One to use (15) + 3 charges (5) + Complexity. Which is: 15+5+15+5+11=51. Using bonuses from his Crafting hammer (+2D) and his forge (+2D to Complexity), he creates the ring. 


Sakadachi Ring

Difficulty: 51

Element(s): Chi / Earth

Material: Ring constructed from Osmium, with Arcane symbols

Effect(s): Contains the “Sakadachi” (Falling Reverse) spell, listed below

Charges per day: 3 charges, able to be recharged by putting a heavy weight on it or placed in a vise overnight. (6 hours)


Spell Name:“Sakadachi” (Falling Reverse) 

Skill: Evocation

Element(s) Used: Chi (Earth)

Difficulty: 15

Mojo Cost: 5

Vocal: Yes, “Sakadachi!”

Gestures: none

Material: none

Focus Item: Yes, Jade Ring, on Right Index Finger

Ritual: none

Effect(s): Gravity is inverted in a 5” radius Area. Everything is pulled upwards and if they run into anything, like a ceiling, take 5D damage. They continue falling upwards for 13-18 meters, if no ceiling. Otherwise, when the spell ends, they fall back down, then get the 5D damage, and are prone. They would have to take an action to get back up. 

Range: 5”

Duration: Instant

Note: Without the focus item, this becomes a Evocation difficulty of 30 and Mojo cost of 10! Don’t lose the focus item!



Gemstones and Metals, Symbolic Value, and Rarity Chart

Gem

Symbolic Value

Rarity/Difficulty

Alexandrite

fortune, luck, and embracing change

Rare (16-20)

Aquamarine

happiness, hope and everlasting youth

Common (11-15)

Diamond

fearlessness, invincibility and fortitude

Rare (16-20)

Emeralds

inspiration, balance, wisdom, and patience

Rare

Opal

Healing, high vibrational energy, amplification powers, and a perfect sense of balance

Extremely Rare (31+)

Pearl

inner wisdom and nurture love

Extremely Rare (31+)

Ruby

improved energy and concentration, creativity, loyalty, honor and compassion, protect agains Psychic attacks

Rare (16-20)

Sapphire

protect against negative energies, calm the mind, strengthen intuition, and invite spiritual clarity

Quite Rare (21-30)

Topaz

Soothes, heals, stimulates, recharges, re-motivates and aligns the meridians of the body

Varies on type. (11-31+)



Metal

Symbolic Value

Rarity/Difficulty

Aluminum

Invisibility, protection, good for magic requires a high strength-to-weight ratio

Common (6-10)

Brass and Bronze

Auditory magic, music, communication, protection from wear-and-tear, resilience, opening doors

Common (6-10)

Copper

Health and healing, energy, warmth, utility, protection, change, protection, safeguarding and transmission of essentials

Common (6-10)

Gold

Beauty, glamour, appearances, wealth, love, overcoming addiction

Rare (16-20)

Iron and Mild Steel

Protection, permanence, opposition to nature, urban magic, influence, destruction, curses, strength, blood magic, health

Common (6-10)

Lead

Curses, hexes and maledictions, and (maybe) their reversal 

Common (6-10)

Magnesium

Impermanence, fire magic, energy 

Not Very Common (11-15)

Pewter and Tin

Protection from wear-and-tear, home and family, every-day magic, utilitarian magic, illumination, knowledge and divination, softening

Common (6-10)

Silver

Boosting energy, warding illness (but not necessarily healing), good price-to-beauty ratio, domesticity, offensive magic (like the silver bullet)

Common (6-10)

Stainless Steel, Chrome, and Nickel

Permanence, glamour, greed, urban magic, brittleness, the home, opening doors

Not Very Common (11-15)

Zinc

Protection (Specifically from light-based magic or being seen in divination), warding, invisibility

Rare (16-20)

Depleted Uranium

Used for detecting ghosts

Ultra Rare! (31+)


Known Enchanted Items

Elaine Mallory’s Chain

A chain that stores electricity, allowing it to be used like a Taser. It can be recharged by lightning, or from a wall outlet.


Difficulty: 15

Material: Metal Chain

Effect(s): Electrical attack 5D, Melee skill to hit target, recharges by lightning or wall outlet or other electrical source. 

Charges per day: 1

Note: None


Elaine Mallory’s ​​Coppery Bracelets

Mallory wore half a dozen of them. They glint with golden energy and grant her hyper awareness. allowing her to sense a threat before it happens.


Difficulty: 25

Material: Unknown

Effect(s): Stores Hyperawareness Spell: +3D to Perception and Perception based skills, also Defensive rolls vs. Attacks. The spell gives a “Danger Sense” or a Hyperawareness of the area and any impending danger. Defensive rolls can include launching a defensive spell. 

Charges per day: 6

Note: None


Elaine Mallory’s Ring

A ring very similar to Harry Dresden's original energy ring, storing random short-term memories rather than kinetic energy. These memories can be used to induce hallucinations on an attacker, disorienting them.


Difficulty: 20

Material: Unknown

Effect(s): Launches Memory Attack Spell: Mental attack, 5D vs. Willpower or target is disoriented, possibly stunned. 

Charges per day: 1

Note: None


Harry’s Duster

Susan Rodriguez gave Harry his leather duster. He stitched arcane patterns into the tough material, weaving defensive spells into the coat.


Difficulty: 15

Material: Leather duster

Effect(s): Effectively a +4D armor vs. Physical attacks. No Dex penalty

Charges per day: 3

Note: Anyone can wear it. Later, greater resistance to physical damage. 


Harry’s Force Ring

Harry wears a silver ring that slowly collects minute amounts of power, stealing a bit of kinetic energy every time he moves his hand. Once the energy is released, the ring must be recharged over time.


Difficulty: 15

Material: Silver Ring

Effect(s): 4D Kinetic attack, Spirit (Force) energy, aimed with Marksmanship skill roll. 

Charges per day: 1

Note: 


Harry’s Lil Chicago

Difficulty: 25

Material: various

Effect(s): Divination Spell 9D, limited to Chicago area only. 

Charges per day: 1

Note: 


Warden Sword

The symbol of the authority of a Warden of the White Council, Warden Swords were enchanted by Captain Luccio to cut through both spells and matter. They are very limited in supply! A Warden Sword counts as a STR+3D sword at minimum in nearly all circumstances.


Difficulty: Unknown!

Material: Metal Sword

Effect(s): The Sword casts a counterspell of 6D strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much). The Sword may be treated as a STR+6D sword for one attack.

Charges per day: 3

Note: 


Items of Power


Items of Power—an artifact that goes beyond the ephemeral items created by spellcasters and alchemists. This is an artifact with an ancient story, often drawing its power from some vast supernatural entity of old. Champions of the supernatural heavyweights (OW28), including the Champions of God (YS 73), Knights of the Faerie Courts (YS 8), and other Emissaries of Power (YS 75), might carry such artifacts to battle, as protection or weaponry. Typically IoP are what they are, a sword, a shield, a plate, and so on. But usually are Unbreakable and imparted with abilities, either independent of the user or given to the user. These abilities are not free, as there are agreements in place governing its use or other rules. 


Known Items of Power

Mjolnir Volendrung Jarngreipr Pocketwatch of Fate
Hunter’s Spear Amos, the Sentient Sword Crown of the Iron Spires Solomon’s Seal
Hvíturgaldur Aegis of Maghal Maeve’s Locket The Book of Thoth
Retribution and Reprisal The Blade That Drinks aka Thirst Seven League Boots The Tablet of Destinies
Sword of Truth Sword of the Phoenix Amulet of the Phoenix The Staff of Phibus
Trinitite Knife Sword of the Great Tengu The Winged Sandals of Perseus Jabir Ibn Hayyan's Grimoire
Gáe Buide and Gáe Derg Cloak of Midwinter Night Mondschatten Deck of Tricks
Solomon’s Guard The Ring of Anubis The Ring of Solomon The Void Staff
Aion, Immortal’s Edge Megingjoro The Lamp of Diogenes


Amoracchius, Sword of Love

Esperacchius, Sword of Hope

Fidelacchius, Sword of Faith

–All detailed under Items of Power in the Special Abilities section


Mjolnir

Description: Thor's hammer. Enough said.


Stats: Hammer, use Melee Combat skill, Damage: STR+3D, Requires STR of 3D or greater to lift it, assuming worthiness. 


Effects:

[0] Purpose. If the wielder is not worthy, Mjolnir becomes too heavy to lift.

[0] It Is What It Is. A weapon STR+3D hammer.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Never Far From Reach. Mjolnir can be thrown as a weapon up to 10” away Upon striking or missing, it returns to its owner's hand at the end of the round. This ability only works when the hammer is thrown. If the hammer is caught, stuck, or taken from the bearer the hammer will not magically return.

[1] True Aim. Mjolnir is a superlative weapon. So long as its bearer is worthy, it provides a +1D bonus to all Melee rolls.

[3] The Bigger They Come... Even the World Serpent must fear the impact of Mjolnir. When facing an opponent, the wielder may spend an Action Die to ignore all of that opponent's defensive powers and armor during a combat session.

[-2] One-Time Discount. It's a big hammer. Not easy to hide.

Total Cost: 3


Hunter’s Spear

Description: A Sidhe-bone spear, made by the Erlking for his Emissary. It increases the user's speed and grants some access to the Erlking's natural power.


Stats: Spear, uses Melee Combat skill, STR+2D for damage


Effects:

[0] Purpose. This item was made by the Erlking to aid in the hunt. If the wielder ever ceases to be a hunter, as defined by the Erlking, this item will not work for them in a mundane or a magical sense.

[0] It Is What It Is. It's a spear, much like the ones once used to hunt wild boar. STR+2D.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[2] Inhuman Speed. The user of this speed moves with the unaffected grace of a predatory beast.

[4] The Magic Of The Hunt. The user of this spear may use the magic of the Erlking for themselves. This is a form of Sponsored Magic.

[2] One-Time Discount. It's as long as some people are tall. You can't just slip it into your pocket.

Total Cost: 4


Hvíturgaldur

Description: A warhammer made for use against evil magic. It was crafted by Brokk and Eiti, the dwarves that crafted Mjolnir and other artifacts. Thor gave them a lock of his hair, which was fashioned into the handle, while Odin blessed the iron used for the head of the hammer with good magics. The dwarves toiled for three days crafting the hammer, which is known as Hvíturgaldur (which means White Magic in Icelandic).


Stats: Warhammer, use Melee Combat skill, STR+3D damage


Effects:

[0] Protector Of White Magic. Hvíturgaldur's purpose is to oppose black magic and defend white magic. If anyone ever attempts to use it to break any of the laws of magic, harm an innocent, destroy good magical works, or empower evil magical works, then the act automatically falls and the bond between the wielder and Hvíturgaldur is broken. The bond can only be restored by a magical ritual wherein the wielder cleanses and purifies their body and soul.

[0] It Is What It Is. It's a two handed warhammer with magical runes all over it. STR+3D

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Holy. This item is sacred. Its touch is like that of holy water.

[1] True Aim. This item is a superlative weapon. So long as its wielder acts in accordance with its purpose, add +1D to that wielder's Melee Combat skill.

[1] Inscriptions. The runes on this item are not just fancy writing. They constitute 4 Enchanted Item slots, which the user may fill with enchanted items or potions related to healing, dispelling, protection, or storms.

[2] One-Time Discount. A two-handed warhammer is not a subtle item.

Total Cost: 1 (!)


Retribution and Reprisal-Twin Blades of Just Vengeance

Description: Revenge is generally frowned upon by the righteous, but there are exceptions. These holy blades exist to carry out those exceptions.


Stats: Machetes, use Melee Combat, STR+1D+2 damage


Effects:

[0] Purpose. The blades exist to carry out justified vengeance. If their bearer rejects this purpose, they will not function.

[0] It Is What It Is. They are a pair of single edged machetes. When used together they are STR+3D. Angelic script can be faintly seen etched into the blades if the light and angle are just so.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[2] Holy Blades. These are holy weapons; their touch is like that of holy water. In addition to satisfying catches of Holy, they inflict 3D additional damage to creatures that have such catches. 

[1] The Righteous are Kept by Him- The blades form an impenetrable barrier when held defensively, allowing the bearer to use his Melee Combat skill for the defense, parrying attacks. 3D for defensive protection. 

[2] One Time Discount.- They're a pair of 2 foot machetes. Not easy to hide.

Total Cost: 1


Sword of Truth

Description: A longsword with a straight, double-edged blade, a forward-curved cross-guard, and the word "TRUTH" in raised silver on the grip. The magical weapon of the Seeker Of Truth.


Prereq: You must have a character specifically in the  position as the Seeker of Truth, appointed by the Senior Council.


Aspects:


Master Your Anger: Killing with The Sword Of Truth incurs psychological damage. Its wielders often suffer mental attacks or forced changes after using it to kill. This can create quirks or abnormal behavior in the wielder of the Sword of Truth. 


Perception Is Key: The Sword Of Truth will not harm anyone that the wielder does not truly consider an enemy.


Stats: Longsword, uses Melee Combat, STR+2D+2 damage. 


Effects:

[0] Purpose. This sword is the weapon of the Seeker of Truth, whose purpose is to serve as an arbitrator of truth, discoverer of deceit, and, when need be, executioner of those who spread lies and destruction.

[0] It Is What It Is. It is a permanently-sharp longsword, treated as STR+2D+2 weapon in normal circumstances.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] I Am The Weapon. If the rightful wielder should ever be separated from the sword, they can "feel" its location instinctively. You may use your Perception skill or skills, at +1D to locate the sword.

[3] My Enemies Cannot Stop Me. Treat the sword as STR+6D weapon, and ignore armor ratings when swinging it with intent to kill. Any Incapacitated or higher result from such an attack must be fatal.

[1] The Sword Is My Shield As the wielder of a blade imbued with powerful magics, you may use the Melee Combat skill to defend against any physical attack. Treat as 3D shield

[1] The Bringer Of Death The Sword of Truth's power is such that those in the Supernatural world who recognize it will tread a little lightly, lest they find themselves on the wrong end of the blade. All social skills are rolled at +1D against those who recognize The Sword Of Truth.


Upgrades:


[1] The Dance With Death. Those who can master the sword may be able to unlock its secrets. By taking part in the Dance With Death, the wielder of the sword gains access to the skill of all of the sword's previous wielders. This provides a +2D bonus to Melee Combat defensive rolls.

[0] The Power Of Love. Only a True Seeker can truly master the sword's unrelenting anger and turn the blade white by using their love and forgiveness to fuel the blade, rather than anger--most often because they have had to kill one they loved. This change may only occur after a Major Event or whichever climax the GM agrees is appropriate. The wielder can now let go of any mental damage that the sword gave them to reflect that this change has taken place, and does not have to suffer the mental conflict that comes with killing. This replaces the Perception Is Key aspect above, with the The Power Of Love aspect.

[2] One-Time Discount. This item is not easy to hide.

Total Cost: 4 


Trinitite Knife

Description: A piece of greenish-hued desert glass, roughly fashioned into a short blade. Tape is wrapped around one end to make a workmanlike grip. It’s more a shiv than a knife, really. The glass is radioactive but is generally safe to handle.


Stats: A Glass Shiv, use Melee Combat, STR+1D damage. 


Effects:

[0] It Is What It Is. It’s a STR+1D shiv made out of glass from the Trinity atomic test site.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[4] If You Encounter God, God Will Be Cut. The radioactive glass that forms the blade is imbued with some sort of power. It’s not explicitly magical, it’s not powered by faith, but it is extremely potent against inhuman victims. The Knife ignores all supernatural defensive abilities and powers (generally acting as the Catch for Toughness and Recovery powers). Mundane armor applies normally.

[1] One-Time Discount. The Trinitite Knife is easy to conceal, even through metal detectors.

Total Cost: 2


Gáe Buide and Gáe Derg

Description: The Gaelic hero Diamuid carried two spears, one long and one short. According to legend, wounds inflicted by his spears do not heal. Ever.


Stats: Spears, one long, one short, both use Melee Combat, STR+3D damage. 


Effects:

[0] It Is What It Is. They're a pair of spears, one long and one short. Both are STR+3D.

[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] True Aim. The superlative quality of these spears adds +1D to their wielder's Melee Combat skill while they use the two of them together.

[6] Infinitesimally Slow Healing. Increase the level of any damage inflicted by these spears by a level when checking to see how long they will take to heal. If this increases a damage to the Mortally Wounded level or above after any Recovery powers are included, the consequence may only be healed after more time has passed and even then only if a special justification is provided.

[+2] One-Time Discount. There's no practical way to hide a long spear, and a short one is pretty visible too.

Total Cost: 5


Solomon’s Guard

Description: When the old wise king Solomon passed from the land of the living, the guardian angel that protected him set aside its sword, its duty complete. The sword did not join its master in retirement but instead appeared to those who shared its purpose, to protect and serve. Solomon's Guard, also known as the Shining Blade, is a short sword of angelic make. Its blade is slightly longer than a man's forearm and made of a silvery material flecked with gold that is as strong, if not stronger, than steel. Three words are inscribed in Latin on both sides of the blade:'Duty, Honor, Sacrifice'.


Musts: You must have a calling or destiny to inherit Solomon's Guard, one that coincides with its purpose. 


Stats: Short Sword, uses Melee Combat, STR+3D damage


Effects:

[0] Divine Purpose. Solomon's Guard may only be swung with true selfless purpose in mind and heart. When swung without such purpose, the blow does not land (any attack roll automatically fails), the bond between sword and wielder is immediately broken until the wielder repents with an appropriate trial of faith, and the sword falls from the wielder's hand. Basically, you and your GM should look at the description above as a guideline for how to work with the high concept attached to the sword - your character might be tempted to use the sword for selfish reasons, and could receive a Action Die to wither stay their hand or succumb to the temptation and lose the sword temporarily. If another takes up the sword and swings it selfishly, your character is still responsible for how the sword is used.

[0] It Is What It Is. Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. Regardless of type, it's still STR+3D damage.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Angelic Origin. This blade was wielded by an angel and shared in that angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like that of holy water, a cross, or another symbol of faith backed by the belief of the possessor.

[0] Divine Light. Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one 5” area of mundane darkness.

[1] Duty. While wielding this weapon, you cannot be turned from your duty. When swung in keeping with its purpose, Solomon's Guard adds +1D to its wielder's Melee Combat skill.

[1] Honor. The honor of this blade illuminates the wielder's path. In the presence of acts this blade finds to be dishonorable, it glows fiercely, alerting the wielder to danger. It provides you with a +1D bonus to Perception, Perception based skills, Presence, and Presence based skills when detecting lies, +1D to Perception while Avoiding Surprise, and +1D to The Sight Perception rolls.

[2] Sacrifice. When you wield Solomon's Guard in defense of others, the blade hardens your convictions into a brilliant aegis. This Power is identical to Supernatural Toughness with the Catch that you only benefit from it while defending others.

[2] One-Time Discount. A sword is a tricky thing to conceal.

Total Cost: 3


Aion, Immortal’s Edge

Description: A sword crafted by the god Vulcan out of the metal from a meteor and blessed by Mars. Its purpose was to give a great warrior of Rome an edge against Rome's enemies and to protect the innocent and the greater good. Its edge has been said to rival that of either Excalibur or Kusanagi.


Stats: Sword, uses Melee Combat, STR+3D damage. 


Effects:

[0] It Is What It Is. It is an incredibly sharp and intricately designed sword. STR+3D

[0] Unbreakable. As an Item of Power, this item cannot be broken by any means except a magical ritual predicted upon perverting its purpose.

[0] Purpose. This weapon's purpose is to protect the innocent and the greater good. It will rebel if used against that purpose.

[1] True Aim. As long as the wielder of Aion is using it in accordance with its purpose they add +1D to their Melee Combat skill.

[2] Searing Edge. The blade is as hot as the volcano it was forged in. Attacks made with Aion against targets not immune to fire inflict +3D more damage, and Aion satisfies any Catches that have to do with heat, fire, lava, or meteors.

[3] All Creatures Are Made Equal. When facing an opponent, the wielder of Aion may spend an Action Die to ignore that opponent’s defensive abilities (Toughness based ones, primarily) and mundane armor for the duration of the combat session.

[2] One-Time Discount. It is a beautifully made sword that was made to draw the attention of people. As such it is hard to conceal.

Total Cost: 4


Volendrung

Description: A gigantic glowing magical hammer. It was created by a god of war, and its impact drains the vitality of those it strikes.


Stats: Warhammer, uses Melee Combat, STR+5D, needs at least 4D Strength to lift and use it. 


Effects:


[1] It Is What It Is. It's a hammer. A really really big hammer. If you include the handle, it's 5 feet long. If it weren't magical, it'd be essentially impossible for a human to use. STR+5D.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[1] Daedric Artifact. Voldenrung counts as holy and as True Magic for the purpose of fulfilling Catches.

[3] Drains Stamina. Any character hit with an attack made with Voldenrung loses 1D of Strength or 5 Mojo each time. After hitting 0D Strength, the character falls immobile, no strength to move. If 0 Mojo, can only regain after a lot of rest, sometimes 5 days worth. 

[2] One-Time Discount. Voldenrung is not concealable. You probably can't even fit it in your car.

Total Cost: 3


Amos, the Sentient Sword

Description: A two handed great sword, inlaid with gold. A name is inscribed in its handle. This sword serves as the prison of the demon Amos.


Stats: Two Handed Great Sword, uses Melee Combat, STR+5D damage.


Effects:

[0] Purpose. Amos wants to have fun, and to be the greatest sword in the world. He won't work for anyone who gets in the way of those goals.

[1] It Is What It Is. It's a two-handed sword with an unbelievably sharp edge. STR+5D.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[1] Ancient Knowledge. Amos is occasionally willing to share the knowledge that he's picked up over his incredibly long life. By taking the Sponsored Magic feat, you may replace your Lore or Scholarship skill with your Melee Combat skill for a single roll. (Amos shares information more willingly with more skilled wielders.) Sponsor debt taken this way is debt to Amos. This ability cannot be used to benefit rolls made to operate computers or to do anything else that a demon logically wouldn't be able to help with.

[1] Sentient Sword. As long as Amos is in a good mood (violence makes him happy) he adds +1D to your Melee Combat skill by helping you fight.

[1] Parry The Unparryable. Amos can block anything, and as such allows you to defend against all physical attacks with your Melee Combat skill as long as you're holding him. Think of it as a 20D Parry with no Wild Die!

[2] One-Time Discount. Amos is too big to be hidden easily.

Total Cost: 2 (1)


Aegis of Maghal

Description: A suit of plate armor. It's the masterpiece of the dwarven forgemaster Magahal Gluldein, crafted for the Orcish chieftain Zorc nor-Grannash.


Stats: Plate Armor, STR+5D vs. Physical Damage, -2D to Reflexes and Reflexes skills. Strength of at least 3D to move around in. 


Effects:

[2] It Is What It Is. It's full plate armor made of adamantium. Armor 5.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[2] Twofold Strength. This Power is identical to Inhuman Strength.

[6] Mythic Toughness. Like all good armor, the Aegis Of Magahal increases its wearer's ability to take damage.

[2] Inhuman Recovery. The magic of Aegis fixes the wounds of anyone wearing it.

[2] The Catch. The magical protections of the Aegis are ineffective against the Powers of Chaos.

[1] Demesne. The wearer of the Aegis holds mystical dominion over the territory Grannash in the Nevernever, by right of inheritance from the Aegis' first owner Zorc nor-Grannash.

[2] One-Time Discount. A suit of plate armor is essentially impossible to hide.

Total Cost: 9


The Blade That Drinks aka Thirst

Description: A claymore in which the spirit of a redcap who long ago offended a powerful sidhe noble is bound. Also known as Thirst.


Stats: Claymore sword, uses Melee Combat, STR+3D damage. 


Effects:

[0] Purpose. This sword was created to imprison an impudent redcap and teach him to respect his betters, especially when his betters include powerful sidhe.

[0] It Is What It Is. It's a claidheamh mor, or basket-hilted broadsword. STR+3D.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Channeling The Warrior Spirit. While wielding this sword, one can draw upon the martial skills and experience of the redcap spirit. However, the ferocity of the redcap's mindset means that while one is doing so one's social skills will suffer. As a supplemental action, you may swap the ratings of your Melee Combat and Brawling skills with those of your Presence  and Perception skills respectively. If your unmodified Charm or Persuasion is higher than your unmodified Melee Combat, don't swap those skills. Likewise with Presence and Brawling.

[2] Communion of Might The wielder can draw upon the strength of the redcap's spirit to augment his own. This Power is identical to Inhuman Strength.

[4] Communion of Vitality. The wielder can draw upon the lifeforce of the redcap's spirit to enhance his recuperative capabilities. This Power is identical to Supernatural Recovery.

[3] The Catch (Cold Iron). Since the Redcap was a creature of Faerie, one who draws upon its vitality to enhance his recuperation must share in his Faerie vulnerability to Cold Iron.

[1] The Sword Must Drink. Though imprisoned within a sword, the spirit of the redcap still needs to drink its fill of blood to maintain its strength. If deprived for too long it may weaken to the point that it might not be able to provide its benefit of enhanced vitality to its wielder. This Power is identical to Feeding Dependency (Blood) attached to The Communion Of Might and The Communion Of Vitality.

[1] Share The Feast. When the sword is sated the communion between it and its wielder allows its wielder to receive a portion of the benefit. This Power is identical to Blood Drinker.

[2] One-Time Discount. A full-sized sword is rather difficult to hide.

Total Cost: 2


Sword of the Phoenix

Description: This sword is given to the Emissary of the Phoenix, whose task is to guard the Phoenix when it reverts to an egg and is reborn. It was forged from the ashes of the previous Phoenix, and it looks as though it is made out of fire.


Musts: You must have the Emissary of the Phoenix Template 


Stats: Longsword, use Melee Combat, STR+3D damage. Dagger is STR+1D.


Effects:

[0] Purpose. The blade may only be wielded by the Phoenix's protector. If anyone else tries to wield it it will shatter into pieces and remain shattered until the protector asks it to repair itself.

[0] It Is What It Is. It's a longsword that glows with a flickering red and orange light. Its guard is shaped like the wings of the Phoenix, and its hilt can be opened to reveal a small golden dagger. The sword is STR+3D and the dagger is STR+1D.

[0] Unbreakable. As an Item of Power, this item cannot be broken through normal means. However, it will shatter temporarily if someone other than the Phoenix's protector tries to wield it and permanently if the Phoenix's protector dies.

[1] Riposte. When you successfully defend against a melee attack with the sword, you may sacrifice your next action to turn your defense roll into an automatically successful attack with the sword.

[1] The Blade Wants To Protect Me. You may defend against ranged attacks using your Melee Combat skill to parry the attack.

[1] Refinement. The sword contains four enchanted item slots. The first has been spent on a ranged fireball attack aimed with the Melee Combat skill. The second has been spent on a movement spell that transforms you into fire that travels a short distance before reforming. The third has been spent on a fire-based counterspell that burns away magic. The fourth has been spent on a healing spell which attempts to transform damage one step less severe. Those spells all have a strength equal to your Willpower skill and may each be used once per session.

[1] Increased Speed. You may spend an Action Die to gain the Inhuman Speed Power for the rest of the combat session.

[1] Knight's Refuge. You have the Demesne Power, giving you control over a portion of the Phoenix's domain in the Nevernever.

[2] One-Time Discount. It's a big sword and it glows. Not exactly easy to hide.

Total Cost: 3


Sword of the Great Tengu

Description: This is an exquisitely made katana traditionally used by the Tengu Clan’s current prince or chosen emissary as a symbol of their authority. It grants the wielder access to a small measure of their king’s sword skills.


Stats: Katana, use Melee Combat, STR+5D damage two handed, or STR+4D one handed. 


Effects:

[0] Purpose. The Sword of the Great Tengu was crafted by the Tengu for the use of a skilled warrior in an effort to stave off the decline of swordsmanship in the world. This Item of Power may only be used in defense of one’s self, one’s comrades or one’s lord. If the user ever leaves the path of the sword behind as defined by the Tengu this item will not work for them in a mundane or a magical sense.

[1] It Is What It Is. An extremely well made katana with an unnaturally sharp edge. It is STR+4D when used with one hand and STR+5D when used with two hands.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] True Aim. When you use it in keeping with its purposes, the Sword of the Great Tengu adds +1D to your Melee Combat skill.

[1] Always At Hand. Drawing the sword does not take an action. It is instantaneous, and you may do it during someone else's turn. 

[1] Sudden Slash. You may attempt to ambush people without hiding. When not in combat you may roll your Melee Combat or Sneak skill to prepare, with other characters rolling Perception against your result to detect your intentions. If you're still not in a fight after that, you may then make an attack against any character who didn't notice your intentions. This attack ignores the normal initiative rules, and the target can Dodge at -2D, minimum of 1D. 

[2] Unnatural Edge. Attacks with the sword vs. Toughness and Recovery Powers as if they were one level weaker.

[2] One-Time Discount. The Sword of the Great Tengu is not easy to conceal because it's a sheathed katana.

Total Cost: 4


Cloak of Midwinter Night

Description: A magical cloak woven by Mother Winter. It grants a miniscule fraction of her limitless power to its wearer.


Effects:


[0] Purpose. The Cloak was made to serve the cause of Winter. It will not function except for those who are loyal to the Unseelie Court.

[0] It Is What It Is. As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.

[0] Unbreakable. The Cloak cannot be destroyed except through a ritual dedicating it to Summer in the presence of the Summer wellspring or the will of its weaver Mother Winter.

[2] Faerie Glamours. The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work, Veils use Willpower skill for difficulty vs. Perception.

[2] Winter's Blessing. The fabric of Mother Winter provides protection exceeding that of mundane steel. The owner of the cloak is granted Inhuman Toughness.

[1] The Catch (Seelie Magic). The power of Summer burns away that of Winter, penetrating the Cloak's protection.

[1] Flight. The owner of the cloak is granted the Wings power, as the cloak billows out and transforms into 30-foot wide wings that are white on top and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.

[2] One-Time Discount. The Cloak is rather obvious, partly because of its resemblance to the night sky.

Total Cost: 2


The Ring of Anubis

Description: A ring of black obsidian set in the shape of an open eye. The wearer of the ring carries the Mark of Anubis and has his power over things dead.


Effects:

[0] Purpose. This ring was made to serve Anubis. It provides no magical benefit unless its user does exactly that.

[0] It Is What It Is. It's a ring. No real practical applications.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Ghost Speaker. The Emissary of Anubis holds dominion over dead things.

[1] Marked By Power (Anubis). This ring makes it clear that the wearer is a servant of the god Anubis.

[1] One-Time Discount. A small ring like this one is easily concealed.

Total Cost: 1


Megingjoro

Description: Thor's wolf-hide belt. Doubles its wearer's strength.


Effects:

[0] It Is What It Is. It's a belt. Pretty stylish.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.

[2] Twofold Strength. Megingjoro increases its wearer's strength. As long as the wearer maintains physical contact with Megingjoro, increase that wearer's strength by one step. (Normal strength becomes Inhuman, Inhuman becomes Supernatural, etc.)

[1] One-Time Discount. A belt isn't exactly hard to hide.

Total Cost: 1


Jarngreipr

Description: Jarngreipr is an iron gauntlet, originally worn by Thor. It provides protection from lightning.


Stats: Iron Gauntlet, use Brawling or Martial Arts, STR+1D damage. 


Effects:

[0] It Is What It Is. It's an iron gauntlet. STR+1D with Brawling or Martial Art, and good justification for unarmed parries. Provides STR+1D protection when parrying. 

[0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.

[8] Physical Immunity. The owner of Jarngreipr is immune to electricity as long as he remains in physical contact with the gauntlet.

[5] The Catch (Not Electricity). The gauntlet's protection is rather narrowly focused.

[1] One-Time Discount. It's not hard to hide a glove.

Total Costs: 2


Crown of the Iron Spires

Description: An ornate iron crown that grants rulership of The Iron Spires, which is a region of the Nevernever.


Effects:

[0] It Is What It Is. A huge, fancy crown made entirely out of iron. Nothing shiny, no jewels.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.

[1] Demesne. The wearer of this crown is the master of The Iron Spires and everything that lives there.

[1] Improved Demesne. The environment of The Iron Spires is rather dangerous. Attacks with the Demesne power granted by this item are +2D.

[2] Swift Transition. The wearer of this crown can enter The Iron Spires from anywhere in the world.

[1] No Mortal Home. Sometimes, the wearer will be pulled into The Iron Spires against their will.

[2] One-Time Discount. It isn't easy to hide a gigantic iron crown.

Total Cost: 1


Maeve’s Locket

Description: A small locket made of never-melting ice. It was made by the Winter Lady for her Emissary.


Effects:

[0] Purpose. This item was made to serve Maeve. It will cease to work if she so wishes.

[0] It Is What It Is. A small locket made out of ice. It's quite beautiful, and it always feels cold to the touch.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] One-Time Discount. It's not hard to hide a locket.

[2] Worldwalker. Maeve's power breaks the borders between worlds.

[4] Unseelie Magic. A mere fraction of the Winter Lady's power, but potent nonetheless.

[1] One-Time Discount. It's not hard to hide a locket.

Total Cost: 5


Seven League Boots

Description: A pair of ancient and battered leather horseman’s boots, worn butter-soft. Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an expensive pair of boots, and well loved and lived. The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles. The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one.


Effects:


[0] Purpose. These boots are made for walking.

[0] It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.

[0] Unbreakable. The boots are indestructible save through a dedicated magical ritual that would pervert their purpose, which would probably be something along the lines of binding or imprisoning the boots.

[2] Swift Transition. With these boots, short hops through the Nevernever are easy to accomplish.

[2] Worldwalker. These boots let you walk anywhere you please. Crossing the globe in a short walk is simple.

[1] One-Time Discount. The boots are not terribly hard to hide.

Total Cost: 3


Amulet of the Phoenix

Description: An amulet of bright orange, yellow, and red in the shape of a bird taking flight, with a ruby set in the center. It contains some of the power of the Phoenix.


Musts: You must use Emissary of the Phoenix Template


Effects:


[0] Purpose. The amulet is given to those who have gained the favor of the Phoenix, and protects them from death.

[0] It Is What It Is. It is a fashionable amulet, worn around the neck.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Through Flames Reborn (based on Human Form). The healing abilities of the amulet will only activate when the bearer is bathed in natural flame. Direct magical flames will not trigger the effects (though a fire set through magic may), and the amount of fire needed scales with the severity of the damage: a Wounded result may require little more than sticking your hand into a fireplace, while Mortally Wounded result might require total immersion for a significant duration of time. Recovering from death will almost certainly require total immolation.


[4] Really Amazingly Fast Recovery. You may recover from all physical consequences before the beginning of the next scene after proper treatment (sustained flame) is applied.

[1] One-Time Discount. As a small item, the amulet can be hidden. However, it is clearly special to those who see it.

Total Cost: 2


The Winged Sandals of Perseus

Description: Winged sandals given to the Greek hero Perseus by Hermes. They allow their wearer to fly.


Effects:

[0] One Size Fits All. The Winged Sandals Of Perseus adjust their own size to fit anybody who puts them on.

[0] It Is What It Is. It's a pair of sandals with seemingly-ornamental wings.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[1] Flight. This Power is identical to Wings.

[2] The Swiftness Of Hermes. This Power is identical to Inhuman Speed.

[1] One-Time Discount. Sandals are easily concealed. With baggy enough clothes, you can even hide them in your pockets.

Total Cost: 2


Mondschatten

Description: A cloak crafted from moonlight and shadows, with a little help from the Fae.


Effects:


[0] It Is What It Is. With the Glamours deactivated it looks like an black silk cloak with silver ornaments.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.

[2] Glamours. The cloak was created in part by faeries, and so it gives its user the ability to use faerie illusions.

[1] Flight. The cloak serves a pair of wings for its wearer, allowing them to fly.

[2] One-Time Discount. It's a full-sized cloak, and as such it's difficult to hide without the use of magic.

Total Cost: 1


The Ring of Solomon

Description: A simple ring of gold, inlaid with one band of obsidian. Obviously, it once belonged to the legendary Solomon. There is a very powerful entity sealed inside of it.


Effects: 

[0] It Is What It Is. It's a ring.

[0] Unbreakable. As an Item of Power, this item cannot normally be broken. Many a demon has found this endlessly frustrating.

[1] The Summons Of Solomon. The ring's main power is to let its wearer cast summoning and binding rituals with Evocation's speed and methods. Reduces Difficulty and Mojo costs the same as performing the ritual for hours, except you can do it instantly. 

[2] The Terror Of Solomon. Demons are mortally terrified of the Ring and its wielder. It adds +2D to your Intimidation and Presence skills when you use them on demonic entities.

[5] The Power Of Solomon. The ring is a +5D focus for summoning and binding. 

[2] The Curse Of Solomon. The ring drains the vitality of its wearer. Even touching it is excruciatingly painful. Making use of The Summons Of Solomon or The Power Of Solomon -1D to all skills each time one of these powers is used. This effect is cumulative, so if you use one of these powers twice, then it is -2D to all skill and attribute rolls. Same as any wounding or damage effects. The Ring also cancels out the Wizard's Constitution ability, while worn. If the ring is taken off, the effects gradually fade, in time. 

[1] One-Time Discount. Rings aren't hard to hide.

Total Cost: 5


The Lamp of Diogenes

Description: A small clay oil lamp. The great philosopher Diogenes carried it during the day in his constant search for an honest man. Whether he gave it its powers or simply used them is an open question.


Effects:

[0] Purpose. The Lamp of Diogenes was created to aid in the search for a truly honest person. Its magical powers will not function if its owner abandons that search or is themself dishonest.

[0] It Is What It Is. The Lamp of Diogenes is a lamp. If you light it, you get light.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[1] Soulgaze. The Lamp of Diogenes grants insight into the natures of men.

[2] Enhanced Soulgaze. The Lamp of Diogenes makes its owner better able to withstand the results of a Soulgaze. What's more, it greatly increases the impact of seeing its owner's soul. Add +2D to your Willpower skill and +2D to your Perception when using those skills in a Soulgaze.

[1] Searching For An Honest Man. The Lamp of Diogenes makes people's emotions obvious so as to aid its owner's search for an honest man. Add +2D to your Persuasion, Con/Deceit, Charm, Presence, Bargain, and Investigation skills when using it to read people.

[1] One-Time Discount. The Lamp of Diogenes is small and easily concealed.

Total Cost: 3


Pocketwatch of Fate

Description: The Fates, beings who've been known by such names as Norns, Moirai, and Parcace amongst others, created this watch in order to instruct their mortal agents about what must be done to protect the integrity of their Grand Design.


Effects:

[0] Purpose. This watch is a tool of the Fates, and functions only in accordance with their Grand Design.

[0] It Is What It Is. It is a golden pocketwatch on a chain. It never loses time or needs winding.

[0] Unbreakable. As an Item of Power, this item cannot be broken except at the bidding of the Fates themselves.

[0] Cassandra's Tears. While the watch occasionally gives actual visions, more commonly its user opens it to find a folded note inside it with a cryptic message on it written in the reader's native tongue.

[1] Guide My Hand. By trusting the Fates to deliver you to your proper destination, you succeed by "luck" rather than by skill.

[1] Marked By Power. The item marks the bearer as an agent of the Fates and those who recognize it will treat the bearer with the respect befitting such an agent.

[0] Wizard's Constitution. The bearer of this watch does not age and may recover from any physical injury with no other excuse than time, as their body knits back together. Of course, even once the physical injury is healed, really bad wounds remain traumatic events that may haunt a person for years after.

[1] One-Time Discount. A pocketwatch is easy to hide.

Total Cost: 1


Solomon’s Seal

Description: There was once a wise and holy king known as Solomon. He was aided in his rulership by a wondrous ring that he received as a gift from God. That ring allowed him to summon angelic advisers, making it easy for him to become a byword for wisdom.


Effects:

[0] Purpose. Solomon's Seal will not function if its bearer does not do the bidding of God with wisdom and compassion.

[0] It Is What It Is. It's a ring. A pretty snazzy one.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.

[2] Ritual (Divination). This ring allows its wearer to call forth angelic spirits as advisers or to answer questions. While the spirits will try to answer the questions as best they can, they are ultimately still unwilling or unable to affect the process of Mortal Free Will, and thus they may often only give cryptic hints.


Upgrades:


[1] Holy Touch. As a gift from God, Solomon's Seal is obviously holy. Its touch is like that of a Knight Of The Cross.

[1] One-Time Discount. Rings are small and easy to conceal.

Total Cost: 1


The Book of Thoth

Description: According to ancient Egyptian myth, the god Thoth once wrote a book of spells. Thoth hid the book within a series of locked boxes at the bottom of the Nile with serpents to guard it. But a prince called Neferkaptah stole it, and when Neferkaptah died it was buried with him.


Effects:

[0] It Is What It Is. It's a book, and it's pretty old. Be careful with it.

[0] Unbreakable. Or not. Nothing short of a specialized magical ritual can destroy it.

[3] Thaumaturgy. The Book Of Thoth is said to contain knowledge of a vast array of spells and enchantments.

[1] One Time Discount. It's a book, not hard to hide.

Total Cost: 2


The Tablet of Destinies

Description: According to Mesopotamian mythology, rulership of the universe went to the holder of a specific legal document. Like other Mesopotamian legal documents, this one was a clay tablet inscribed with cuneiform writing and cylinder seals. Unlike other Mesopotamian legal documents, this one allowed its holder to alter the laws of physics.


Effects:

[0] It Is What It Is. A large clay tablet inscribed with cuneiform writing and cylinder seals.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[7] Reality Warper. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make changes related to the nature of reality with your Willpower skill. The duration of the changes created by this power is variable, but it's generally at least one scene.

Furthermore, you may use the world around you as a weapon. This allows you to make +4D attacks with your Marksmanship skill against anything within your line of sight. You may make cone attacks with this power. You may also attack entire areas with this power at no penalty. When attacking an area with this power, you may take an -2D to Marksmanship (before rolling) in order to extend the duration of the attack. You may take actions to extend this effect as though you were an evoker extending a spell. In addition, you may use this power to grapple targets within your line of sight. Use the normal grappling rules to do so but substitute your Willpower skill for your Strength skill when grappling someone this way. Finally, you may use your Marksmanship skill to defend against physical attacks.

[2] One-Time Discount. It's a large clay tablet. Quite conspicuous, in this day and age.

Total Cost: 5


The Staff of Phibus

Description: A powerful staff once belonging to an ancient but powerful politician and businessman. A man who was said to at one time have owned all the farms in the world.


Note: Depending on the Powers of the character wielding it, the Refresh cost of The Staff Of Phibus may vary.


Effects:

[0] Purpose. The staff is known for its accelerated growing properties, and for spiritual enhancement.

[0] It Is What It Is. It's a six foot tall staff made of a distinct but unique type of wood. STR+1D.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[4] Staff of Growth. The Staff Of Phibus grants access to the Plant Magic Sponsored Magic Power.

[1] Nature Channel. The Staff Of Phibus is a +2D Plant Magic skill. If they are already Magically Sensitive, then they can add the Plant Magic skill. Otherwise, they gain the Magic Manipulation Attribute, at 2D, and one skill: Plant Magic. Roll 4D6 for Mojo Pool. 

[2] One-Time Discount. The staff is rather large and difficult to hide.

Total Cost: 3


Jabir Ibn Hayyan's Grimoire

Description: You possess the grimoire of the mad artificer Jabir ibin Hayyan who sought knowledge at the cost of his sanity. Tread lightly when retracing his path to knowledge, lest it plunge you into the same madness which took him.


Musts: You must be Magically Sensitive


Effects: 

[0] It Is What It Is. The Grimoire is a large, ancient tome. A caster may use Focus Item slots to use the Grimoire as a focus item.

[0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual that opposes its nature.

[1] Greatest Artificer of Merlin’s Age. The Grimoire contains extraordinary alchemical insights. It grants +2D to Craft Item skill and spell effects imbued with this knowledge are +2D. 

[1] The Mind of a Madman. This Power is identical to Demonic Co-Pilot. The demon is Jabir, and his agenda is the acquisition of unlimited knowledge and power.

[1] Methods of Madness. Whenever you use an enchanted item or potion, you may choose to increase its strength (for that one use) by any amount equal to or less than your Lore. Doing this allows the Grimoire to make a mental attack against you, with an accuracy equal to the total power of the item and a damage rating equal to the amount you added to its power. Mental damages that result are set by the GM, in line with Jabir’s agenda.

[2] One-Time Discount. It's a really big book. In fact, it probably wouldn't fit in a backpack.

Total Cost: 1


Deck of Tricks

Description: A deck of cards. Drawing one causes you to gain abilities both magical and mundane. This is pretty useful, but since there's no way to predict what abilities drawing a card will give you, it's not the most reliable item.


Effects:

[0] It Is What It Is. It's an old deck of 52 playing cards plus jokers.

[3] Luck Of The Draw. Every card in the deck, including the jokers, has a unique set of abilities attached to it. The abilities of a card always cost 3 points total, while spells have a max Mojo cost of 3 or an effect of +1D. As a standard action, you may draw a random card from the deck. You are granted the abilities attached to the card you draw for the rest of the combat session or scene. Drawing a second (or a third, or a fourth, etc...) card in the same period of time costs an Action Die per draw and erases any abilities a previous card may have given you. At the end of a scene or combat, in which you drew a card, you may spend an Action Die to retain the granted abilities for an additional scene. 


Example cards:


Evocation (Elements are air, water, and earth. You can cast a spell that is either 3 Mojo or 1D in effect dice)

Gaseous Form-Just like the power

Evocation (fire), can send a blast of fire doing 2D damage

Add +1D to Piloting or Lore or Scholar or Languages skills

Gain the powers of Diminutive Size + Inhuman Strength

Gain +1D to Investigation + Psychometry power 


[1] One-Time Discount. A deck of cards is a small item and an easy one to hide.

Total Cost: 2


The Void Staff

Description: An irregularly shaped staff, set with runed stones, banded with Orichalcum and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.


Musts: You must be Magically Sensitive to use it. 


Effects:

[0] It Is What It Is. A wooden staff. It serves as a Melee weapon, STR+1D damage, in combat.

[0] Purpose. The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.

[0] Unbreakable. The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.

[4] Supernatural Toughness. Carved from the wood of the Tree of Life, the staff provide the wielder vitality far beyond that of normal mortals.

[3] The Catch. Running Water. With so many magical fields at work, the Staff is very susceptible to grounding out.

[1] The Seid Stones. Nine stones each containing the essence of one of the spells Odin learned during his Vigil on Yggdrasil. This grants the wielder an additional level of refinement, as described in the Refinement feat, usable in any way they see fit.

[3] Banefire. This acts as the Sponsored Magic Ability: Soulfire as found in YS.

[2] One Time Discount. It's a 6 and a half foot long staff. Good luck hiding that.

Total Cost: 3


Divination


Divination can take several forms, all basically falling under the general header of “gathering information.” The most common example from Harry’s casefiles is his tracking spell, but there are several other forms that fall within the scope of divination: direct scrying, forecasting and prophecy, telepathy and psychometry, and various other kinds of sensory magic.


With divination spells, the main things to consider are how much information you want and how hard it would normally be to get that information. That’s why Harry’s tracking spell is ultimately pretty easy to pull off—all he gets is a general sense of the target’s location, but no other information. This makes it a simple action which nearly always has a low difficulty.


Things become more complicated when you actively monitor the target in some way. First, if the target is behind a threshold or any other kind of supernatural protection, you have to overcome that. Second, even unaware targets have a natural defense against being “read” or seen against their will—basically a defense roll, just like targets get if you take a swing at them in a fight. This commonly defaults to Willpower or Presence, depending on the context of the scrying. So you will want to beef up the difficulty fairly high to overcome these obstacles, naturally leading to some prep scenes devoted to finding good links to the target and whatnot.


Divination Chart 1

Divining Knowledge

Difficulty Modifier

Scrying/Remote Viewing

+10

Seeing the future

+10-30

Seeing the past, general

+10

Object Reading

Easy, less than two hours into the past

Moderate, two hours to a week

Difficult, week to six months

Very Difficult, six months to a year

Heroic, year to two years

+10 for each additional year into the past.

Telepathic Sensing

+10-30

Signs of life, level of damage

5+proximity+Relationship


Divination Chart 2

Attempting to sense:

Difficulty Modifier

See a object that the target sees

+5

Sense random information

+10

Sense surface thoughts

+15

Detailed information

+20

Deep Personal information

+25 and beyond.....!


Relationship Chart

Relationship with target

Difficulty Modifier

Relationship-Close Relatives (married, parent-child, siblings)

0

Relationship-Close Friends

2

Relationship-Friends

5

Acquaintances

7

Slight Acquaintances

10

Met Once

12

Known only through Reputation

15

Complete Strangers

20

Complete Strangers and Different Species

30


Proximity Chart

User and Target are:

Add to difficulty:

Touching

0

In line of sight, less than one meter

+2

Not in line of sight, but 1-100 meters away

+5

101 m to 10 km away

+7

11 to 1,000 km away

+10

Same planet but over 1,000 km away

+15

Same Star System but different planet

+20

Not on the same plane of existence

+30


Enchantments and Veils


Veils are spirit evocations (page 255) that bend attention, light, and energy away from prying eyes. They typically require ongoing concentration to remain in place. Evocation’s veils also tend to be fairly personal in scale—covering the caster himself and maybe a few of his allies.


However, it is possible to use the Enchantments skill to set up a long-term veil, concealing something for days without ongoing concentration. Large White Council convocations, if they occur in public places, usually have a large-scale Enchantments veil covering the entire venue to keep normal mortals from getting too curious about the proceedings.


The difficulty of a large veil is equal to whatever difficulty the wizard wants others to beat in order to detect whatever’s behind the veil; as usual, more is better. Plus the size of the area to be concealed.


Veils often block detection in both directions. Perceiving things outside a veil while you are within it faces a similar block, at half the veil’s strength. Increase the difficulty of a veil by 10 in order to create a veil that doesn’t impede looking out at all. (For an evocation veil, this increases the power requirement of the spell by 3.)


In addition, bigger veils mean a higher difficulty. Concealing the caster himself or a small group is within the scope of an evocation veil which equals about 3” to 1” area, at 9 to 3 added to Difficulty. Enchantment veils are not usually mobile and are constrained by thresholds and other barriers that scatter magical energies (such as a river).


Casting a veil as a ritual means the wizard doesn’t really have to worry about maintaining it; if he wants it to last past the next sunrise, he’ll need extra duration levels as noted in the Duration Chart.


Veil Modifiers Chart

Veil Modifiers

Difficulty Modifier

Dice of Concealment/Effect

3 pts per Die

Area Effect

3 pts per 1” sq area

Dome

3 pts per 1” radius

Increased Duration

See Duration Chart in Spell Creation section

Look through a veil without impediment

+10 to Difficulty


Enchantments Modifiers


Very Easy: Slight perceptions, momentary misperceptions, minor changes to distant memories, or if the desired conclusion is unimportant to the target.


Easy: Memories, brief and visible phenomena, memories less than a year old or if the desired conclusion holds some importance to the target.


Moderate: Complete incorrect conclusions, short hallucinations, memories less than a day old, or if the desired conclusion’s results are somewhat negative for the target.


Difficult: Slight disguises to facial features, hallucinations touching two senses, memories less than a minute old, or if the desired conclusion is personally important to the target.


Very Difficult: Five sense hallucinations, major memories changes, or if the desired conclusion is dangerous, illogical, or virtually impossible.


Note: The consequences of the desired conclusion are an overriding factor in establishing the Enchantment’s difficulty level and trump how the actual misinformation is being conveyed. 


Potions


Potions are created through a fairly complex process that involves combining ingredients into some sort of base liquid and using it as the focus of a ritual to put power into the potion. Many wizards have workspaces that they use for this purpose, complete with shelves full of odd ingredients from diamond dust to eye of newt. The ingredients that go into a potion metaphorically signify its effects. Oftentimes, in addition to the base liquid, each potion requires one ingredient for each of the Elements: Air, Force/Spirit, Fire, Water, and Earth. (In the traditional Western mode) These ingredients don’t have to be consumable; the magical energy that creates the potion makes a potable substance. If creating a Potion from a known spell, use its listed components from the spell’s entry. 


The Potions skill is under the Magic Manipulation attribute. The number of dice you have in the skill indicates how many potion slots you have. Potions 3D means 3 potions available. Potions 2D+2 equals 2 potions available, and so on. 


At the beginning of each session, you may declare what potions you have on hand to fill those slots, or otherwise leave them open. If you have an open slot and a successful Potions roll or an Action Dice to spend, you may later declare that you coincidentally have an appropriate potion. A given potion can only be used once, period, but it doesn’t face a surcharge for being usable by someone else. Anyone can consume a potion, whether they believe it will work or not. 


Some examples: 


Merrin wishes to create a potion that grants the consumer enhanced strength for an hour. Mixing the elements and other fiddle faddle, she makes the potion. The GM sets the difficulty for the potion skill roll: 


Enhances STR +9D, uses Vocal, Gestures, Material components, and lasts an hour. 


Adding up to a Potions Difficulty of 13. Merrin makes the roll easily, now there is a Potion of enhancement for Merrin or her allies to use.


A little later, Merrin wishes to create a potion based on the spell Eldritch Blast, which has a difficulty of 15 to use as a normal spell. This is not a spell she knows and is not in her repertoire. However, by using her Potions skill and having a copy of the spell in her Journal, she creates a Potion of Eldritch Blast, beating the difficulty of 15 easily. It only costs her some time and spell components to whip it up. 


Sharing Potions


It is possible to share Potions, once made, with others. Most potions are designed to be one person/one use. So to share it with another lessens the effects and duration. A good rule of thumb to follow is: Effect Dice/# of people shared with and Duration/# of people shared with


Potion Entry

Potion Name:

Skill:

Difficulty:

Effect(s):

Range:

Duration:

Note:


Example Potions


Bob’s ‘Love’ Potion

Okay, so it’s a lust potion. It cranks the consumer’s libido up to eleven.


Difficulty: 12

Effect(s): Lowers inhibitions, can be resisted by a Moderate Willpower roll. Failure results in ‘Seized by Lust’, do with that as you will…

Range: Self

Duration: 1 minute

Note: 


Escape

Harry brews this one in the Storm Front casefile.


Difficulty: 20

Effect(s): Allows the consumer to easily and effortlessly move through almost any barrier. Only a magical barrier with more than 5D of strength or a very well-sealed mundane barrier of similar or more die value can prevent movement.

Range: Self

Duration: 4 rounds

Variations: The effects can vary widely; some seem to slow down the passage of time, allowing the potion’s consumer to simply move vastly faster than the rest of the world. Others might turn the consumer’s body insubstantial. Some might work only against magical

Note: Harry brewed this one with Bob’s help in the Storm Front casefile. Harry said it felt like he broke apart into a thousand pieces; he was able to see the world as a collection of energy patterns—which he could navigate around and through, finding holes and gaps that didn’t exist in the world’s material form. It only lasted a few seconds, though. He shared the potion with Susan, partially explaining why it lasted for such a short time.


Ghost Dust

Made from depleted uranium and other heavy particles, this is a densely, heavily “real” substance that can be used effectively against incorporeal spirits of the Nevernever.


Difficulty: 18

Effect(s): Acts as a 4D attack against incorporeal creatures such as ghosts—when it

hits, it renders parts of them inert. Can be broken up into smaller doses by dividing up the dice: at most, four 1D attacks. 

attacks.


Range: 4” Cone attack

Duration: Instant

Note: It satisfies the Catch on a ghost’s Physical Immunity; however, in order to work in the mortal realm, the ghost must acknowledge the wielder’s presence first.


Red Court Antivenom

While this won’t make you completely immune to a Red Court vampire’s addictive saliva, it sure helps you resist its effects.


Difficulty: 15

Effect(s): +5D to Willpower roll vs. Saliva’s roll

Range: Self

Duration: 1 minute

Note: Take immediately upon getting hit by Saliva!


Scent Suppression

This potion masks your scent from a predator.


Difficulty: 15

Effect(s): +5D to Sneak rolls to avoid being smelt by a predator.

Range: Self

Duration: 3 hours

Note:


Stimulant

This is a bit like taking an entire pot of really strong coffee and pouring it into a vein all at once.


Difficulty: 12

Effect(s): Lowers levels of wounds or pain or mental damage or other draining influences by 4 levels. The damage isn’t gone, and will renew itself after the effects wear off. So if you were Mortally Wounded, you can perform as if nothing happened. Until the effects wear off and you fall into a heap again. 

Range: Self

Duration: 1 minute

Note: If distributed to more than one person, then the effects are lessened, such as among 4 people, then 1 level lower. 


Sunburst in a Handkerchief

Difficulty: 22

Effect(s): Having a sunbeam safely folded up in a napkin can be pretty handy in some situations—it is, as they say, a light when all other lights go out. 3D sunburst of light, can be used in an attack, use Marksmanship to target with. 3D isn’t much damage but might satisfy a Catch of some kind. Could blind or distract. 

Range: 3”

Duration: Instant

Note: It’s not a potion, but it’s modeled as one. This one’s tricky to make—you have to be genuinely happy to craft it.



True Seeing Ointment 

Rashid, the Gatekeeper, gave Harry a vial of ointment that allowed him to see through faerie glamours without resorting to using the Sight.


Difficulty: 25

Effect(s): A thaumaturgical effect granting +6D to Perception and Perception skill  rolls to see through faerie glamours, veils, and other illusions

Range: Self

Duration: 3 hours

Note: Duration is shorter if shared among two people



Ritual


Ritual type spells are actions taken to cast a spell with other beings or longer times and larger actions. Spells using rituals are usually very large and affect people, places, and things, more permanently. Modifiers below for spell difficulty. You can also use this method to cast spells beyond your ability to normally cast them by breaking them into a ritual, taking your time to do the casting. 


Ritual Difficulty Modifiers

Rituals

Difficulty Modifier

Blood Letting -Lesser

-10

Blood Letting -Greater

-20

Sacrificial Rite-Animal- Lesser

-20

Sacrificial Rite-Animal- Greater

-40

Sacrificial Rite-Sentient being, willing

-200

Sacrificial Rite-Sentient being, unwilling

-400

Sacrificial Rite-Mass # of persons

-300

Chants/Chanters/Singers/Singing # of persons doing so

-10

Dancing/Dancers, # of persons doing so

-10

Believers/Disciples, # of persons

-15

Laying of Hands, ritual touching/gripping, # of persons doing so

-10

Formation of Bodies, # of persons

-5

Prayers or Praying, # of persons doing so

-15

Ritual Combat, # of persons, min 2

-5

Ritual Drama-simple, # of persons

-10

Ritual Drama-medium difficulty, # of persons

-15

Ritual Drama-complex

-20

Altar/Trappings-simple

-10

Altar/Trappings-complex

-20

Sexual Rite-Couple

-10

Sexual Rite-3-4 people

-20

Sexual Rite-Group

-30

Sexual Rite-Orgy

-50

Sexual Rite-Mass Orgy

-70


Example Ritual Spells


Dreamless Sleep (Easy Version)

This is a simple spell to protect someone from run-of-the-mill unpleasant dreams when his body just needs a decent night’s sleep.


Skill: Enchantment

Element(s) Used: Spirit

Difficulty: 16

Mojo Cost: 5

Vocal: Yes, Chanting

Gestures: Yes, Ritual movements, placing of Symbolic Links in circle

Material: 

Focus Item: Circle, symbols

Ritual: Yes; Chants/Chanters, 1 hour, symbolic links of hair and effigy

Effect(s): 6D vs. Willpower, to see how long out. With a success, dreamless sleep for 6 hours, possibly more. This assumes a willing target. Unwilling targets, get bonuses to resist.  

Range: 6” 

Duration: 6 hours

Note: The power level assumes the subject does not resist, and this is only truly effective against mundane dreams. Also, note that many nights in a row of dreamless sleep will start to drive people a little batty—dreams are necessary for processing memories, among other things. So don’t do this too often.


Dreamless Sleep (Weapons-Grade Version)

This is a spell used to protect people from invasive psychic attacks made while they’re asleep.


Skill: Wards

Element(s) Used: Spirit

Difficulty: 24

Mojo Cost: 8

Vocal: Yes; Chanting

Gestures: Yes, Ritual movements, placing of Symbolic Links in circle

Material: None

Focus Item: Circle, symbols

Ritual: Yes; Chants/Chanters, 1 hour, symbolic links of hair and effigy, bloodletting (minor)

Effect(s): 12D Ward vs. Mental attacks

Range: 12”, or strengthens the threshold of a structure. 

Duration: 6 hours or until morning sunlight, which vaporizes it, like all wards. 

Note: This spell doesn’t guarantee a night free from mundane nightmares, but it provides an extra defense against the mental attacks of supernatural Nightmares.


Entropy Curse (Mild)

Want to give someone a case of bad luck? Here ya go. This sort of spell has been a favorite of hedge witches and traveling fortune tellers for a thousand years.


Skill: Alteration?

Element(s) Used: Air?  

Difficulty: 18

Mojo Cost: 6

Vocal: Yes

Gestures: Yes

Material: None

Focus Item: Circle, symbolic links

Ritual: Yes; Blood Letting -Lesser, Piece of person (hair, flesh, blood, appendage, etc.)

Effect(s): Marksmanship +9D to target, could use the relationship mods to add or take away difficulty. Symbolic Links help to target too. Once hit, any rolls made automatically fail, and have 1 on the wild die, almost always leading to a Complication. Non game mechanically, things will start going wrong for the next 3 minutes. Doorknobs fall off, trip over a shoelace, piano falls from a building, and so on. Takes minutes to cast this Ritual. 

Range: Range-0 to 1,000 km away

Duration: 3 minutes

Note: Bad Luck is so very, very easy to invoke.


Entropy Curse (Weapons-Grade)

Entropy curses are nasty even when they’re NOT designed to kill. This version is just plain evil. It also treads on both First Law and Seventh Law territory, so watch your step.


Skill: Ritual

Element(s) Used: Air? Water?

Difficulty: 23

Mojo Cost: 8

Vocal: None

Gestures: None

Material: None

Focus Item: Ritual space, a circle, symbolic links

Ritual: Yes; Sacrificial Rite- A member of the bloodline to kill, Believers/Disciples (3 or more people), Hours to build the spell and launch it. 

Effect(s): Effectively kills everyone related by blood to a bloodline. 115D to spread accross all individuals as damage. It stretches across Earth and the Nevernever, killing them. Effectively 115D of bad Wild Die consequences or difficulties to survive. 

Range: entire planet and all planes. 

Duration: 3 minutes for the spell to complete. 

Note: This spell is extremely complex, but extremely deadly. In the Blood Rites casefile,

the Evil Eye cult pulled it off through a combination of sponsorship and special circumstances.


Extended Divination

Lots of spellcasters like to do this sort of thing. It helps to have a really strong focus item.


Skill: Divination

Element(s) Used: Air?  

Difficulty: 21

Mojo Cost: 7

Vocal:

Gestures:

Material: 

Focus Item: Mirror or Mirror-like surface

Ritual: Believers/Disciples, Altar/Trappings-simple, Hours to cast, Piece of person (hair, flesh, blood, appendage, etc.), Personal artifact, possessions, Representative symbol (doll, clay figure)

Effect(s): Able to see and hear the target of the spell. 

Range: 101 m to 10 km away

Duration: 10 minutes

Note:Casters could up defenses against counterattacks, try to make their projections more difficult to detect, or use different focus items. All these things, of course, add complexity. Also, divination can be blocked or difficulty increased by Wards, Thresholds, things like that. Unless the caster takes great pains to avoid it, a mostly-invisible, spectral projection of the caster appears in the location of the monitoring’s point of view—this can tip off an unaware but observant target, allowing them to take steps to stop it. Or allowing them to launch a counterattack through the link that the divination is operating over


Faerie-Trapping Spell

This is a relatively straightforward containment spell—the trick is to first lure the target into your containment construct, and then convince it to help you once it’s trapped.


Skill: Conjuration / Summoning

Element(s) Used: Air?

Difficulty: 7

Mojo Cost: 2

Vocal: Yes; Chanting

Gestures: None

Material: Lure materials, like pizza!

Focus Item: None

Ritual: Chalk circle, Chanting, something, like pizza, to lure the Faerie into the trap

Effect(s): Once the faerie crosses into the circle, a simple application of the Mojo required, traps it in the circle. 

Range: 4”

Duration: 1 minute

Note: Note that this spell simply contains the pixie; luring it into the containment construct to begin with might require a couple of Lore and/or Con/Deceit checks (a good deep dish pizza is surprisingly good bait), and convincing it to do as it’s asked once it’s contained might require a social or other skill roll. 


Harry Blinds the Loup-Garou

Harry cast this spell on the loup-garou near the end of the Fool Moon casefile.

Skill: Alteration

Element(s) Used: Water 

Difficulty: 12

Mojo Cost: 4

Vocal: None

Gestures: None

Material: None

Focus Item: None

Ritual: Symbolic Link: Piece of person (hair, flesh, blood, appendage, etc.)

Effect(s): Target becomes blind. Target rolls Strength vs. 9D.

Range: 9”

Duration: 1 minute

Note: May need to increase the effect to fight someone more robust. 



Harry’s Tracking Spell

This spell reveals the as-the-crow-flies direction toward a particular person—and continues to do so as the caster travels toward the target. Scribe a circle, concentrate on a symbol, murmur some words of power—and bingo, you have a beacon leading you to your target. This is a very handy thing for a private investigator to be able to do.


Skill: Divination

Element(s) Used: 

Difficulty: 18

Mojo Cost: 6

Vocal: Murmuring Magic words

Gestures: None

Material: None

Focus Item: None

Ritual: Yes; Scribe a circle, concentrate on a symbol, murmur some words of power.

Effect(s): Caster is led toward target. Requires a chalk circle, and Symbolic link, see examples under the notes below. 8D effective boost to Search or Investigation rolls. 

Range: 101 m to 10 km away

Duration: 1 minute

Note: This spell requires a symbolic link to the target—a hair, a drop of blood, a signature, a True Name, a valued personal possession, etc. This is a pretty quick and basic spell for a skilled caster; for low power levels, don’t bother rolling—it just works.


Illumina Magnus (or, Magically Dusting for Prints)

This spell reveals residual magical energies left over from spellcasting and other supernatural activity. 


Skill: Divination

Element(s) Used: Air?

Difficulty: 3

Mojo Cost: 1

Vocal: None

Gestures: None

Material: Copper filings

Focus Item: None

Ritual: This is a pretty simple spell—all you really need is a ritual circle and some copper filings and you’re golden. If the original caster actually intends something to be found, any successful casting of a spell like this will reveal it immediately, regardless of difficulty.

Effect(s): 8D boost to Investigation and other Perception based skills to figure out what magic was used, and the spell used. It reveals bits of information about magical activity that’s happened recently in the immediate area. The GM sets the base Difficulty, usually equal to the original spellcaster’s Difficulty numbre (of course, this spell’s caster won’t know what that score is). If this spell’s skill roll matches or exceeds the base difficulty, the GM reveals some tidbit of useful information about the residual magic in the area. For every 2 that the spell’s skill roll exceeds the difficulty by, the GM should reveal additional or more specific information.

Range: 8”

Duration: 1 minute

Note: The GM might decide that the original caster took steps to cover his tracks, adding difficulty vs. the spell’s roll. 


Memorium, Memoratum, Memoritus

In the Grave Peril casefile, Harry defeated Bianca by encouraging a mob of ghosts— victims of Bianca and the Red Court—to take their revenge.


Skill: Conjuration/Summoning

Element(s) Used: Air?

Difficulty: 7

Mojo Cost: 2

Vocal: Yes; “Memorium, Memoratum, Memoritus”

Gestures: None

Material: None

Focus Item: None

Ritual: Yes; Using a symbolic link of biomaterials, for targeting, chanting the words. Use a circle, either brass or just a chalk circle. 

Effect(s): +5D to Prescence rolls or similar skills to use to convince spirits to attack a particular person. 

Range: Not in line of sight, but 1-100 meters away

Duration: 1 min

Note: The ghosts were there already, so Harry didn’t need to summon them—just nudge them over the edge.


Mind Fog

This is a powerful spell used to dull a large number of people’s senses simultaneously. Elaine cast this on the patrons of a large retail outlet.


Skill: Enchantment

Element(s) Used: Air?

Difficulty:  22

Mojo Cost: 7

Vocal: Yes; Unknown words

Gestures: Yes

Material: None

Focus Item: Yes

Ritual: Blood Letting -Lesser, Chants, Prayers

Effect(s): 12D to Willpower of targets, affecting 13 or so targets, over a wide area. Upon a successful roll, targets suffer -3D to perception rolls to notice anything. 

Range: Range-Not in line of sight, but 1-100 meters away

Duration: 1 minute

Note: This spell is pretty complex, but Elaine whipped it up fast. 


Nevernever Crossover Detection

This is a fairly simple ward, but it can be extremely useful. You can do it a few different ways; see Variations for an alternate method.


Skill: Wards

Element(s) Used: Air or Spirit?

Difficulty: 13

Mojo Cost: 4

Vocal: Yes

Gestures: Yes

Material: 

Focus Item: Yes

Ritual: Ritual Circle, focusing on the Web design

Effect(s): The spell sets up a web across multiple areas of a large building detecting the passage of an entity across the veil between the Nevernever and our world. When the ward is breached, it sends an alert to the caster via a mechanism like a wardflame. 


Range: Building’s Thresholds

Duration: Until the next sunrise

Note: You could also build something like this as a token zero-strength ward; this would give you the advantage of it being lower difficulty, but as soon as something breaches it, it goes away. In the Proven Guilty casefile, this spell was combined with the Phobophage Redirection (below).


Phobophage Redirection

Used to redirect an attack of phobophages (creatures that feed on fear) to the caster of the spell summoning them, this spell ideally follows the warning a wardflame gives from the Nevernever Crossover Detection spell above.


Skill: Alteration

Element(s) Used: Air or Spirit?

Difficulty: 13

Mojo Cost: 4

Vocal: Chanting, rhythmic muttering

Gestures: Yes

Material: None

Focus Item: Yes

Ritual: Yes, Hours of Chanting, imbuing 

Effect(s): 14D vs. Willpower of Phobophages, to direct them at their caster. 

Range: Same as the Ward connect to it. 

Duration: Until the ward is breached; otherwise, standard consequence duration, until the next sunrise. 

Note: Depending on how powerful the target is, you might need to sink more power into the spell. In the casefile, Harry had to guess at how resistant the target might be (mechanically, he passed a Lore check to get an estimate of how many dice it might have in its skill roll. ). Also Note: The idea of this spell is to inflict a mild mental effect on the target. In the Proven Guilty casefile, Harry accepted the moderate mental damage, to help power the spell, as well as the mild effect of fear, which was the source of the fear that he then transferred to the spell’s target. Note that a temporary effect just wouldn’t quite do it—everyone else in the hall had a temporary fear effect, too. The target needs to get hammered pretty hard to get the phobophages to go after him above everyone else.


Reading the Dead Eyes

This spell gleans a person’s final emotions from the eyes of his recently deceased body. Molly cast something like this in the morgue in the White Night casefile.


Skill: Divination

Element(s) Used: ?? 

Difficulty: 20

Mojo Cost: 7

Vocal: None

Gestures: None

Material: None

Focus Item: None

Ritual: None

Effect(s): Glean final emotions from the eyes of deceased person, 5D to perception skills and Perception to view the recent past. It reveals the final emotions, feelings, and sometimes thoughts of the person whose body the caster is examining—often by forcing the caster to feel those same feelings.

Range: Touch

Duration: Instant

Note: This is a simple spell, but one that requires a bit of subtlety. The information learned is almost never all that specific, but it can still be useful.


Reiki Healing Spell

This is a “Laying On Hands” ritual, where the caster gives the subject a light massage, repeated light touch, etc., moving energy around within the subject’s body to promote healing. Done right, it can be very pleasant, relaxing, and even sensual for the subject.


Skill: Alteration

Element(s) Used: Fire?

Difficulty: 19

Mojo Cost: 6

Vocal: None

Gestures: Yes, Laying of Hands

Material: None

Focus Item: None

Ritual: Yes, Laying of hands, redirecting energy. 

Effect(s): The spell reduces a level of damage by one level. It also renews 2D6 of Mojo, if spellslinger type. 

Range: Touch

Duration: Instant

Note: Elaine Mallory cast this spell on Harry in the White Night casefile; it encourages the movement of energy to enhance the body’s own healing.


Victor Sells’ Heart-Exploding Spell

An all-too-familiar “death from afar” spell crafted by a punk of a sorcerer with too much power and too little sense.


Skill: Alteration

Element(s) Used: Spirit (Force)?

Difficulty: 22

Mojo Cost: 7

Vocal: Yes

Gestures: Yes

Material: Yes

Focus Item: Yes

Ritual: Yes; Symbolic Links: Piece of person (hair, flesh, blood, appendage, etc.), Explosive 5 (-1D from dmg each 1” from center), Sacrificial Rite-Animal- Lesser, Hours to cast, 

Effect(s): The target dies instantly as his heart explodes from his chest, assuming that a 36D attack does the trick. 

Range: 101 m to 10 km away

Duration: Instant

Note: Sells needed to do some significant preparation to cast this.


Zombie Animation

Animating a zombie is a two-spell process: a summoning and a binding. First, the caster must summon a spirit to inhabit the corpse he wishes to animate, and then the caster must bind the spirit to his will.


Skill: Conjuration/Summoning

Element(s) Used: Spirit

Difficulty: 21

Mojo Cost: 7

Vocal: Yes

Gestures: Yes

Material: Undead body

Focus Item: None

Ritual: One spirit is summoned and bound to one corpse, animating it and binding it to the caster’s will. 


Effect(s): Varies for both; the summoning is typically difficulty 20-30, and the binding is even higher, often 25-35 (based on the spiriti’s willpower and desired duration, upto an hour.)

Range: Touch

Duration: 1 hour

Note: The caster must provide an audible “heartbeat” for the duration of the binding, most frequently a drumbeat. If the drumbeat abates, the spirit has another chance to break the binding and become unpredictable. Maybe it will simply flee to wherever it came from, or maybe the zombie will turn on its animator, or maybe something in between. Also, note that, the vast majority of the time, doing this sort of thing is utterly against the Fifth Law. Sometimes you can weasel your way around the rules, but it’s wise not to push your luck.



Wards


A ward is basically a very potent version of a barrier using Ritual actions instead of evocation. It’s intended to protect an area—usually a home or sanctum—from physical or magical intrusion. Wards are similar to thresholds (YS 230), except they’re quite a bit more potent. Most wizards need stronger protection against occupational hazards such as hostile demons, malicious magic, and hungry monsters.


A ward’s basic function is reflecting energies back onto their source. Someone who collides with a ward at a brisk walk might experience something equivalent to a hard shove, while someone running full tilt into a ward would most certainly get knocked to the ground. Magical force gets the same treatment—a powerful spell cast on a good ward usually ends up being very bad for the intruder.


In addition to this basic function, wards can be rigged to contain other magic that gets triggered when the ward encounters significant force. The most common of these is a magical “landmine,” where a large evocation effect (such as a fire burst) is encased in a sigil behind the ward. The ward releases its energy when the containment provided by the ward is breached. Other effects are possible, though; the enchantment known as a wardflame can be attached to a ward as an early detection system, showing the wizard when something is coming his way by causing nearby candles to burn bright blue (or some other light-show).


The base difficulty of a ward is directly related to its desired strength, so you should aim for this to be pretty high: 31+ (Heroic) or 9D6++ is a pretty good target to shoot for if you’re moderately good. This represents the ward’s capacity for reflecting attacks.


When something hits the ward, compare the damage values. If the ward prevails, hit the attacker with an effect of the appropriate type for equal dice. So if someone rolls a Moderate (15) attack against a ward, he has to try to avoid a Moderate (15) attack from the rebounding force. If someone hits it with a 6D evocation, he has to dodge a 6D evocation.


If the attack surpasses the strength of the ward, then the ward is breached; apply whatever damage that gets through to the target just like bypassing a block. Alternatively, the attacker may apply the excess damage directly toward getting rid of the ward itself; each breach will reduce the value of the ward by 1D until it’s gone. While a ward is technically still around at 0D strength, most lack the energy to hold themselves together at that point; a ward needs to be reduced to 0D to be considered completely nullified.


By default, a ward lasts until the next sunrise unless you add difficulty in its creation to make it last longer, use the Duration Chart. In addition, any spells you wish to include as part of the ward construct add their difficulty values directly onto the ward. It must all be cast as one spell. If you want a layered defense, you’ll have to spend a bit of time setting it up, along with increased Difficulty added for each layer. Treat each layer as another Ward spell. 


Wards don’t have a “scale” concern, the way that veils do, and they cannot move. They are almost always tied to a particular place’s natural thresholds—think of them as a super-boosted immune system—so they are limited by the size of that threshold. Without a threshold they can only be set up to cover a small area at most—usually a point of transition such as a doorway or intersection.


Linking to a warning system such as Wardsflame increases difficulty 3 per die of Ward protection.


Creating a symbolic link to warn you of intrusions increases difficulty 2 per die of Ward protection. (though the message may get delayed or blocked by intervening thresholds)


Landmines—nasty, damaging spells that are triggered on a breach—add difficulty equal to the power of the evocation spell stored within the ward. The effective targeting roll will be equal to the power of the evocation, though the spell’s difficulty may be increased on a one for one basis to add to the targeting roll (wizards heedful of the First Law may well want to avoid inflicting undiscriminating, lethal force). Ritual spells might be done as landmines as well—simply add their difficulty to the base difficulty of the ward.


Note: Specialized practitioners focused on wards are able to embed other effects in their wards—such as wardflames or landmines—even if they cannot create those spell effects independent of a ward.


Getting Selective with Conditions


Wards (and possibly veils) normally manifest broad effects that target everything. To make a ward or veil more selective, you can add simple conditions to the spell, increasing its difficulty by +2 for each simple condition added.


Make no mistake—a ward spell can’t “think” for itself, but it can be taught to recognize something incorporated into its symbolic links. You might establish a condition that allows someone to pass through unaffected so long as he’s wearing one of five amulets; you might add a drop of your blood to the ritual components to ensure that you can pass through. Regardless, conditions must be based on something observable, without any element of decision-making: wearing an amulet, living beings, people who say “open sesame,” that sort of thing. These aren’t detection systems—though a divination spell could be combined with a ward to create a more actively discerning ward.


With all of this, the ability to produce a relevant symbolic link is key for each condition. A vial of White Court vampire blood could be used to create a ward that only repels those of the sexy-deadly persuasion (or create a veil that masks one’s presence from their kind alone). Without it, such selectivity just couldn’t be achieved.


Ward Difficulty Modifiers

Effect

Difficulty Modifier

Dice of Protection

+3 per die

Linked to Wardsflame

+2 per die

Link to Symbolic Link

+3 per link

Landmine

+ Difficulty of the Landmine Spell

Landmine: If  Self-Targeting

+1 per die of Targeting Skill (Usually Marksmanship)

Adding Simple condition(s)

+2 per condition added


Winging It With Wards and Landmines


These rules are pretty intricate, giving you a lot of options for how you can set up wards and defenses. But it’s a pretty safe bet that any ward capable spellcaster worth his salt will have his base of operations protected by at least a basic ward.


If it hasn’t been explicitly declared otherwise, assume a wizard’s ward strength to be equal to the highest of Willpower, Magic Manipulation skills, or Lore. In fact, that’s a reasonable assumption for any kind of “preset” magical effect if the GM or player needs to establish one in the course of play. Just assume the caster’s highest magical stat is what you’re dealing with, and use circumstances to bolster the totals as appropriate.


So if the PCs are breaking into an NPC wizard’s sanctum, and the NPC wizard has a Wards 6D skill, you can safely assume that the fire trap he has set up is a 6D Evocation. Tick a couple of Action Dice, invoke a couple of Feats, and now it’s a 9D evocation. And so on.



Wizard’s Death Curse


A death curse is perhaps the most powerful spell that a wizard can cast, at the moment of their death. A death curse utilizes all the power a wizard can access, and is cast at the moment of their death. 


The curse's target is often the wizard's killer, but it can apparently be directed at anyone, regardless of the target's involvement or physical presence. It is also possibly implied that the death curse can be directed at more than one being.


Mechanically, it can be a spell that has 10D of effect or more, with near-infinite range. 


Some Examples: 


Caster 

Recipient

Death curse

Cause

Margaret LeFay

Lord Raith

Incapacitated Raith's vampire Hunger

Margaret murdered via an entropy curse at birth of her son

Simon Pietrovich

Red Court vampire(s)

Heavy toll on attacking Red Court vampires during the attack at Archangel (presumed/unconfirmed)

The White Council presumes Simon Pietrovich casted a devastating death curse during the attack on Archangel

Quintus Cassius

Harry Dresden

"Die Alone"....

Dresden ordered Mouse to kill him after Cassius tortured him



A Note About Black Magic


Black magic is essentially any mortal magic that breaks any of the Laws of Magic. It usually involves the cost of life and/or free will. 


Magic is black when it is directed toward destruction and harm.


It's so easy to use because Magic comes from the heart, from your feelings. Black Magic comes from lust, fear, and anger—things that are easy to feed and make grow. Dresden's magic was harder because it came from a deeper truer and purer source—harder to tap, harder to keep but more elegant and powerful. Belief in magic and confidence in oneself are essential to making magic work, otherwise it will fizzle out. This is particularly true for actions like killing someone with magic.


Anastasia Luccio, Captain of the Wardens states that to gain control over others and gather great power to oneself, there's no greater tool than black magic.


The worst kind of black magic gives off a nauseating, greasy almost empty feel. Fire could be a purifying force in its non-physical aspect—fire could consume and destroy dark magic if used with that intent. It was the weapon of choice for most Wardens.



Sponsored Magic


Someone powerful deigns to give you a small portion of their power. 


Sponsored magic is the name we’re giving to spellcasting that draws on power sources other than the caster themselves (they can still draw on their own power; it’s just not an exclusive arrangement).


These power sources, called sponsors, are at least semi-aware, if not fully-aware, entities. Ancient and strange and potent, they have agendas of their own, and they view those to whom they grant a modicum of their own power as their agents throughout Creation. 


Sponsored magic, then, is the result of a contract, pact, or other binding arrangement, implicit or explicit. Some part of your soul is in hock. Seelie and Unseelie Magic are examples of this concept, drawing on the ancient powers of the Summer and Winter Courts of Faerie.


Mechanically, via a feat, it can take on different forms based on what the character made a deal for. Here’s a few ways: 


1. If they have no magical ability, it works similar to Seelie and Unseelie magic special abilities. They are given the Magic Manipulation attribute and 5D to spread between the attribute, 1 or two MM skills, and the rest are Mojo Points. (1D= 3 Mojo) A selection of one element is provided by the sponsoring entity. The new spellcaster can also ask for more Dice, but this will incur more debt, every 5D or 15 Mojo. 


2. A spellslinger is sponsored: They have 5D to provide bonus dice to skill rolls under the Magic Manipulation attribute, all at once or one here and there. These dice can also be converted to Mojo, 1D = 3 Mojo Points. After all are used, then the caster can choose to ask for another 5D, incurring more debt. This can be done, over and over, every 5D, incurring more debt. Your elements may take on some of the features of the sponsor. So Summer magic might combine with the air element to give a “breath of life” effect; hellfire might combine with fire to produce, well, hell-fire; and Kemmlerian necromancy might combine with the spirit element to inflict potent visions of death upon a victim. 


3. Ask for a specific Special Ability, up to 15 points worth. Upon every 5 uses of said power, incur another debt. 


And so on… 


Finally, another broader benefit offered by all types of sponsored magic is the ability of the sponsor to cover you when you can’t make your expenses. Once per roll, you may invoke an aspect without spending a fate point. Doing so adds one to the debt between you and your sponsor. The sponsor may collect on this debt later, trading in compels on you for that debt on a one-for-one basis—compels that get you no fate points if you accept, and which you must accept unless you have an actual fate point to spend to refuse it. Invariably these compels run along the lines of pushing you to act in accordance with the sponsor’s agenda.


The Sponsor’s Agenda


Every type of sponsored magic comes with an agenda of some sort. Winter wants to see the world grow colder and decay; Summer wants to see the world overrun with warmth, wildness, and growth. Hellfire serves the agenda of Down Below, while soulfire…well, honestly, we aren’t sure what soulfire’s (God’s?) agenda is, though Michael Carpenter might have a few choice words on the subject. Other sources of power, such as those associated with particular places or ancient creatures, align with purposes of their own—some ineffable, some…more effable.


Whenever a character comes onto the scene and practices sponsored magic, there’s an agenda at work—whether the character is a willing agent of it or not, he’ll be serving it eventually. The GM should know what that agenda is,

whether or not she chooses to share some or all of it with the character in question. An agenda that doesn’t force the character to make regular, tough choices—especially when he’s accumulated some debt—is no agenda at all. Go for the throat.


For example, draw on enough soulfire and God might push you to destroy that demon at all costs, rather than taking the time to recover from the mojo/soul drain while you allow the demon to escape. Or maybe He’ll just demand that you find it in your heart to forgive a bitter enemy. Draw on enough hellfire and you might find yourself destroying more than just monsters and the occasional architecture—those destructive tendencies could creep into your life and relationships as well, or even drive you toward murder.


Bad Credit


The GM should decide what level of debt the sponsor is comfortable with before calling in a marker. If a sponsored spellcaster keeps racking up the debt but never gets compelled, the debt has no teeth. Similarly, there may be an upper bound of debt at which point the sponsor cuts him off from any more power. Every credit card has its limits; but like a credit card company, a sponsor is often willing to negotiate, if the practitioner can figure out how to make an appropriate petition. Roll well on the Bargain skill!


Temporary Access


Sometimes what you’re looking for is a temporary fling with power, rather than a committed relationship. If the sponsor is willing, and you have the ability to negotiate with it in some way (whether by ritual or through an empowered representative), you may gain use of that sponsored power and all of its benefits for a single spell. All it takes is the acquisition of one point of debt per spell. Though sometimes, the first one’s free…


Our best example of this is in the Proven Guilty casefile, when Harry was able to draw on the power of Summer briefly by using a mote of Summer flame that the Summer Lady, Lily, had sent along with him as he investigated Arctis Tor. This is also a common method used with places of power (like leylines), where the spellcaster temporarily draws on the ambient power of the location without making a deeper, long-term binding effort. In all such cases, the use of the spell has to fit the agenda of the source—the opportunity just isn’t there otherwise.