Magickal Foci & Holy Symbols

Must be made of natural materials. (Wood, bone, stone, steel, etc.) Cannot be plastics, or other synthetic materials. Magickal foci can be Wands, Magickal Staves, Magickal Tattoos, Magickal Gauntlets, Magickal Weapons, Jewelry, etc. Additional material costs may apply. Add the price of multiple effects together. The more effects, the more prevalent and numerous the markings and runes on the item are.

 

Magickal tattoos, brands, and other “non droppable” foci have a chance of being hindered in effectiveness if the character is wounded. The foci must be repaired in order to restore its effectiveness.

 

Basic Magickal Focus Item: 50-200 UC or more depending on quality. You need to apply a base cost for all Magickal Foci in addition to any costs for effects. The fundamental focus item needs to be a decent quality to be effective.

 

Attuned Elemental Focus: Add bonus to one 1st tier of power Discipline. Requires elemental runes. (Earth, Fire, Water or Wind)

 

Attuned Gray Focus: Add bonus to one 2nd tier of power Discipline. Requires gray runes. (Darkness, Light, Space or Time)

 

Attuned Balance Focus: Add bonus to one 3rd tier of power Discipline. Requires balance runes. (Chaos or Order)

 

Attuned Divinity Focus: Add bonus to one 4th tier of power Discipline. Requires divinity runes. (Death or Life)

 

Power Focus: Add bonus to final “umpf” factor of the spell. Requires Space runes.

 

Absorption Focus: Absorbs Drain. Requires Life runes.

 

Control Focus: Reduces side effects. Requires Order runes. (Cannot be used with an attuned Chaos focus)

 

Area Focus: Adds to area of effect. Requires Space runes.

 

Range Focus: Adds to max range. Requires Space runes.

 

Duration Focus: Adds to duration. Requires Time runes.

 

Speed Focus: Improves initiative speed for spellcasting. Requires Time runes.

 


Elixirs

These are alchemical agents brewed to heal a wounded person, or restore spent spiritual or mental energies. Legitimate alchemists pay a lot of money to volunteers to bleed off these energies for brewing into these elixirs. Black market elixirs are much cheaper, but the one’s who’ve been drained probably did not volunteer.

 

At a legitimate alchemist, a character willing to sell off her essence can get around half the listed amount, to have herself bled off make these elixirs. Not performed carefully, the draining process can kill the one being drained. Note: the master brew is a dangerous one to make, and typically leaves the volunteer comatose for days or weeks.

 

These elixirs are typically imbibed or injected.

 

Potency

Mind

Elixir (MD)

Body

Elixir (PD)

Soul

Elixir (SD)

Availability

Effects

Feeble

300 UC

110 UC

500 UC

Common

Heals minor damage

Weak

500 UC

240 UC

800 UC

Common

Heals light damage & Restores 1 Condition Level

Standard

800 UC

360 UC

1400 UC

Common

Heals moderate damage & Restores 1 Condition Level & 1 Attribute Drain

Strong

1500 UC

675 UC

2600 UC

Uncommon

Heals serious damage & Restores 2 Condition Levels & 1Level of Attribute Drain

Potent

2600 UC

1100 UC

4400 UC

Uncommon

Heals heavy damage & Restores 2 Condition Levels & 2 Levels of Attribute Drain

Very Potent

4000 UC

1900 UC

6000 UC

Rare

Heals critical damage & Restores 3 Condition Levels & 2 Levels of Attribute Drain

Extremely Potent

6500 UC

3000 UC

9500 UC

Very Rare

Heals critical damage & Restores 5 Condition Levels & 3 Levels of Attribute Drain

Master Brew

10,000 UC

5200 UC

15,000 UC

Extremely Rare

Heals All under type (MD, PD, or SD)