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) |