Magic Items

From Kings of New York
Jump to navigation Jump to search

Rules

  • Only the following magic items are allowed in Kings of New York
    • Those that appear on the chart below
    • Items created by Blood Magic Rituals (Ward Versus Kindred, Protean’s Curse, Principal Focus, etc)
    • Plot Items created for and given out specifically by Kings of New York Staff.
  • To create some of these items, a character needs a corresponding level of the Lore Ability as dictated on the chart. Some of these items may not be created and must be found in order to acquire them, and thus do not have a level requirement listed.
    • Spirit Manipulation, Entrap Ephemera: Requires Lore: Spirit equal to the level in the chart to create
    • Spirit Thaumaturgy, Fetishes: Requires Lore: Wraith to an equal level of the Arcanoi being used.
    • Hedge Magic, Enchantment: Require Lore: Kindred for any of the core 8 disciplines. Any other discipline requires the appropriate clan or bloodline lore equal to the level they wish to make.
  • A character may never use more than five of these magic items in a single scene as presented in the chart below.
  • Magic items created via Blood Magic rituals do not count for purposes of these rules in regards to the limitations in number. Each follows their own established house rules and guidelines.

Key

  • SM=Spirit Manipulation, Entrap Ephemera
  • ST=Spirit Thaumaturgy, Fetishes
  • HM=Hedge Magic
  • VA=Vampire Artifact
  • IN-Incantations
<tbody> </tbody>

Name

Type

Level

Effect

Apeskin

SM

1

Makes the wearer’s Base Human form look like a normal Human

Generic +3 Traits

SM

1

+3 Bonus Traits to either Mental, Social or Physical

Fang of the Wyrm

SM

1

Turns mottled Green in the presence of Wyrm Spirits

Harmony Flute

SM

1

Once activated all Hostile actions cease unless the user is defeated in a contested willpower challenge

Leper’s Rags

SM

1

The user will go unnoticed unless they take a Hostile action or stand out in some way.

Trail Branch

SM

1

Removes any trace of passage

Umbraphone

SM

1

Can make phone calls to anyone in the Umbra or from the Umbra to the real world.

Eternal Waterskin

SM

1

When activated, the water-spirit fills the waterskin once more

Bell of Ice

SM

1

When activated, the ice-spirit seeks out and embraces any victims of a lingering enchantment, causing them to shiver violently. This is very useful for seeking out victims of magical mind control or otherwise attempting to explain unusual behavior. It works on Garou rites or Gifts, vampiric powers or blood magic, and the magical spells and incantations of sorcerers and mages.

Spirit Sextant

SM

1

By tracking the positions of various stars, the Spirit Sextant can always tell which direction is true north (as opposed to magnetic north) when activated.

Truth Earring

SM

1

All challenges made to try and deceive the wearer through speech or sound are made at -3 traits.

Bane Lantern

SM

2

All Spirits, Fomori and Kami appear visible in the light of the Lantern

Blanket of Peacful Dreams

SM

2

Creatures attempting to effect the dreams of the user and give them nightmares have a forced retest on all challenges to do so.

Bone of Shielding

SM

2

+2 Armor Health Levels

Delirium Mask

SM

2

Mortals must make Courage challenge difficulty 4 or Flee. Those will less then willpower 5 forget what they saw.

Devilwhip

SM

2

2 Aggravated Damage, In addition, the wielder of the Devilwhip may choose to activate the whip and crack it in the face of an opponent. If the victim fails a Social Challenge, she feels compelled by the whip to prostrate herself on the floor in front of the wielder. The target may spend a Willpower Trait to resist this effect

Dreamcatcher

SM

2

Any Bane attempting to possess someone the Dream Catcher is protecting becomes caught in the web of the Dream Catcher.

Elk Tooth Necklace

SM

2

Double Movement

Faerie Weapons

SM

2

Weapon Does Aggravated Damage

Feather of the Water

SM

2

+3 Bonus Traits to all swimming challenges and they will not sink.

Fire Shirt

SM

2

+3 Armor Levels against Fire

Friendship Ring

SM

2

Chose a target and gain +1 Social Traits in challenges against them for the next scene or an hour

Gut Bonds

SM

2

Make a physical challenge retested with Brawl to apply them. If successful the target is restrained until they can shape shift out of them.

Heart of Fire

SM

2

Make a contested Physical challenge retested with Athletics for a ranged attack. If you succeed the target takes 2 aggravated damage and is on fire. It may also set mundane objects on fire as well.

Lagomorph’s Boon

SM

2

+3 Retests to any challenge which are used when called.

Power Goggles

SM

2

When activated you may see any Garou attempting to cross from the Umbra to the real world.

Spirit Snake

SM

2

When it is activated, the staff transforms into a venomous serpent between two and four feet long. If instructed to do so, this snake will guard the shaman’s body against all interference.

Spirit Sword

SM

2

Aggravated Damage to Spirits, ghosts, risen, and vampires. May be used to make attacks across the Gauntlet.

Spirit Steed

SM

2

Summons a mystical steed you may travel on in the Umbra doubling your normal speed.

Spirit Tracer

SM

2

When the fetish‘s owner activates it and concentrates on a specific spirit, the ingot pulls in the target’s direction.

Tabmerbertail’s Heart

SM

2

Warns the bearer of Danger making them immune to surprise. May also ward off hostile spirits. Unfriendly spirits in the area must win a Mental Challenge versus the user or else flee the area for one hour.

Umbrascope

SM

2

Allows the user to peek into the Umbra

Dark Mask

SM

2

The user enters Frenzy but does not appear to be so.

Eyes of the Night

SM

2

When activated, the disk is hurled into the air and at its apex will suddenly stop and remain centered over the user’s head. If activated at night, the disk will suddenly burst into a glow as powerful as the full moon.

Fire Mask

SM

2

Wearer is immune to fire.

The City’s Pulse

SM

2

The fetish reveals traffic jams, power outages, or similar events, from power going out in a single apartment to traffic snarls that gridlock several blocks.

Baneskin

SM

3

When activated, it makes all malevolent spirits in the area respond to the wearer as if he were one of them. If the wearer takes hostile action against his “fellow” Banes, the disguise collapses

Beast Mask

SM

3

Chose an animal when making the mask. When activated you take the form of that animal.

Belt of the Giants

SM

3

+3 Physical Traits

Cloak of Woven Mists

SM

3

+3 Bonus Traits to all Stealth Challenges

Deathrattler

SM

3

When activated anyone who can hear the rattler must make a willpower challenge at difficulty 6 or flee.

Dream Trap

SM

3

Any Spirits attempting to affect the users sleep have a forced retest in all challenges.

Faerie Armor

SM

3

+3 Armor Health Levels, Changes size with target and never breaks.

Fang Dagger

SM

3

Aggravated damage and doubles the base damage of the weapon.

Key to the Umbra

SM

3

Reduce the Gauntlet by 2

Lightning Claws

SM

3

+2 Damage and scramble electronic devices

Metamorphosis Inhibitor

SM

3

Make a physical challenge retested with Brawl to apply the collar. Targets in forms other than human suffer 3 aggravated damage every turn they do so.

Phoebe’s Veil

SM

3

This is a small, gold pendant in a half-moon shape, usually worn around the neck at the end of a leather thong. When activated at night, the pendant makes the wearer vanish completely for one minute, plus another minute per Mental Trait spent. All senses, mundane and spiritual, fail to detect the wearer, except for touch. An illusion-, shadow-, Lune- or chameleon-spirit must be bound within the pendant.

Sanctuary Chimes

SM

3

When activated, no spirit may materialize within

100 feet of its user unless invited to do so.

Sands of Sleep

SM

3

When activated, the bag must be swung open end first toward the target, striking him with the "sand." The target must make a Willpower challenge difficulty 6 or fall into a deep sleep for one hour. This is normal sleep from which they can awaken.

Shard of Despair

SM

3

Each person in the area must make a willpower challenge difficulty 6 to resist an overwhelming depression.

Spirit of Bells and Candles

SM

3

When candle are placed into the sticks on either side of the bell, and the bell is struck, all spirits are drawn and bound to the location of the candles. Additionally the Gauntlet is lowered by 2

Spirit Net

SM

3

The Spirit Net is similar to a fisherman’s net. It can be spread out over an area of several hundred yards. It is invisible in the Umbra, and may be used to capture nearby spirits. The spirits must make Physical Challenge (difficulty 9) to escape the net.

Staff of Life

SM

3

Yourself or a target heals 1 level of damage regardless of type.

Storm Whistle

SM

3

A storm whistle can produce only weather appropriate to the season and location.

Tongue of the Leech

SM

3

Heal up to 3 Aggravated wounds.

Warshirt of the Wyrm

SM

3

+3 Armor Health Levels and changes shape with the user.

Wrench of Luffe Gremlin

SM

3

Touching the wrench to any part of an aircraft is sufficient to bring about the desired effect any possible accident will happen -bolts will loosen, rust will increase a thousandfold, wiring will short out, equipment will become magnetized (when it is not meant to be), and all sorts of other extremely hazardous mechanical problems will occur.

Wyrm Fang Dagger

SM

3

Aggravated Damage, damage done from this weapon may only be mystically healed.

Sun Whip

SM

3

+4 Aggravated damage to vampires and all vampires in the area must test for Rotshreck.

Whistle Call

SM

3

Once activated, the whistle may be blown to instantly inform the user’s entire pack that she is in trouble

Airborne Faerie Weapons

SM

4

fly around corners or through twisting woods (weapon ignores any modifiers for cover;)

— soar straight towards a drawn mundane weapon (attacker may “shoot to disarm” at no penalty)

— seek out the most villainous person in a pack of targets (weapon selects the most “offensive” (to fae sensibilities) target; no modifiers to the actual roll)

— seek out a target who carries cold iron (weapon is automatically attracted to nearest target bearing cold iron, and the difficulty to hit is lowered by 1)

— always return to the hero who launches it

Bone Flute

SM

4

Any vampire who hears a Bone Flute must make an immediate frenzy check at a difficulty determined by the users levels of the Performance ability or lose control to their bestial sides. If a Leech can resist the frenzy, he is unaffected by the fetish for the remainder of the scene.

Brood Spears

SM

4

+1 Melee Ability, +2 Damage. Throw two simples on a hit. If you win both the target is pinned and loses their next action.

Drum of Madness

SM

4

Each player must make a Willpower challenge with a difficulty of 8, or the affected characters become temporarily insane. Targets who lose gain an active derangement which may not be suppressed for the next scene or an hour.

Forest Crown

SM

4

Once the fetish is activated, wild animals may not attack the crown’s wearer under any circumstances. When activated, the antlers merge with the head of the wearer, giving her an optional extra attack which does aggravated damage.

Keystone

SM

4

Once a Keystone is activated, the wielder may create an opening in any earthen or stone structure, such as a castle wall. The opening will be wide enough for one Crinos or two humans to enter.

Magic Spewer

SM

4

hen commanded to do so by the person carrying it, the Magic Spewer vomits forth a stream of noxious, viscous slime consisting of toxic waste and other foul and poisonous substances. Anyone standing within 15 feet of the fetish‘s face (with the exception of the user), must succeed in a Physical Challenge or take two health levels of aggravated damage. The fetish‘s eyes glow red when it is active, and its lower jaw moves on its own as if conversing with some unseen companion. Anyone hit by the slime also manifests a wasting disease that comes to a crisis several weeks later. Even vampires, Garou and other disease-resistant creatures are affected by this ailment and only Mother‘s Touch, Resist Toxin or some other form of magical healing (such as the Discipline of Obeah) can remove the taint of the disease

Magic Trench Coat

SM

4

Conceal any mundane item inside the coat.

Monkey Puzzle

SM

4

Appear as a normal human regardless of what form you are actually in.

Spirit Axe

SM

4

Attacks made with this weapon will directly harms any spirit possessing a body and not the body itself.

Spirit Whistle

SM

4

hen blown into and activated, it emits a wailing scream which inflicts immense pain on all spirits in the wielder’s line of sight. Each spirit must win a Static Willpower Challenge against the wielder’s Gnosis total or flee. Note that the whistle is directional, and doesn’t affect spirits behind the wielder.

Steel Hide

SM

4

+3 Armor Health Levels

War Bow

SM

4

+2 Bonus Traits and +2 levels of aggravated damage.

Book of Spirit Secrets

SM

4

Make a contested Willpower challenge versus a spirit to trap it within the book. Once trapped you make further contested willpower challenges to force the spirit to answer any question you write in the book. Only one spirit may be trapped at a time in the book.

Feathered Cloak

SM

4

The wearer can fly

Tangling Whip

SM

4

Targets hit by the whip are considered grappled until they spend one action and make a static physical challenge difficulty 8 to break free.

Wind Hammer

SM

4

You may store objects within the hammer.

Monkeybane

SM

4

The victim flees from the Fetish by the safest available route unless she either succeeds on a Willpower check (difficulty 8) or spends a point of Willpower. A human who stands her ground instead takes one point of lethal damage per turn until the user no longer holds the Fetish in its hand or until the human flees.

Death Mask

SM

5

The wearer of a death mask can see and communicate with all wraiths within his normal line of vision automatically, as long as they are in the Shadowlands. In addition, if the wearer either walks into a large body of water, or goes underground, she may travel into the Shadowlands immediately if the player spends one point of blood. Once in the Shadowlands, this mask makes the wearer appear to be a perfectly ordinary wraith. Unless otherwise told, most wraiths will not know that the wearer is actually a living shaman.

Dreamcaller

SM

5

This horn of bone or ivory may be sounded to open a path between earth and Dream. The gate may be crossed both ways. Spirits of dreams and nightmares may be summoned to the waking world, while Garou may venture into Dream.

Heart of Spirit

SM

5

It allows the user to store up to ten points of Willpower within it.

Ice Blade

SM

5

Aggravated Damage and target loses 1 temporary willpower per strike.

Lionfang

SM

5

+4 Aggravated Damage

Silver Sword

SM

5

+1 Melee Ability, Warning of Impending Danger, Store up to 5 points of Willpower.

Cloud String

SM

5

When activated and tied in a knot, the cloud string can ensnare the weather in a local area. The weather can then be dragged to wherever it is needed. When the weather is pulled from them, areas immediately experience the direct opposite of the weather they had previously.

Arcanoi

ST

1-4

Any Wraith Arcanoi from Wraith the Oblivion 20 th Anniversary Edition up to the 4 th level only. MET conversions for these will be provided by the storyteller staff

Alchemy

HM

N/A

Not useable by Vampires

Enchantment, General

HM

1-4

Vampire Disciplines only may be mimicked and appropriate lore of a clan to the level of the power desired may be required if it is anything beyond the core 8 disciplines.

Bottle of Luck

HM

2

Automatically takes the first bullet hit for the user and they receive no damage

Hermetic Damascene

HM

3

+2 Armor Health Levels

Peter’s Torc

HM

4

+3 Physicals, and once a night for a single challenge double the users physical traits.

Purse o’ Plenty

HM

5

Always has five dollars in it and can be used five times a day as long as one quarter remains in it.

Argent Baton

VA

N/A

Spend 1 Willpower and this weapon does aggravated damage to werewolves

Black Gloves

VA

N/A

This pair of women’s gloves is made of black velvet. The gloves allow the wearer to extend claws of black metal from the fingertips. The claws are capable of doing aggravated damage, and are thought to have once been attached to a Gangrel.

Bloodstone

VA

N/A

found mainly among the Sabbat, these simple, clear crystals let the Kindred who bathed it with a point of her own blood keep track of it wherever it may be. Often placed secretly on enemies or new members of the Sabbat, few members of the Camarilla know of their existence or how to keep them from working.

Brass Heart Shield

VA

N/A

A Tremere vivisectionist created this device in the 1400s. This brass plate, when inserted over the heart of a vampire, deflects all non-magical stakes. The Tremere was murdered by a number of Sabbat who literally ripped him apart. They discovered that the plate could be placed under the skin with a small vertical incision. The plate then sinks through the flesh and rests above the heart. Once inserted within a given vampire, the plate is only removable upon the death of the vampire wearing it.

Concoction of Vitality

VA

N/A

This magical potion allows a vampire to become human again, but only for 24 hours. Thus, the vampire can go out in the daylight, eat, breathe and do all the other things a human can. However, the vampire is also just as vulnerable to harm as any other human, and all Disciplines are temporarily lost. It takes four to six hours for the potion to take full effect. While mortal, the character will age as if he had never died.

Damascene Blades

VA

N/A

Damascene blades imbued with magic are potent primarily because of their swiftness, their strength is not that much greater than that of regular Damascus steel. A magical Damascene blade allows for an extra attack automatically in each round of combat, and when used with Celerity such a blade can be devastating. Additionally, these swords are so lightning-fast that they may actually knock arrows out of the air. Instead of using the Dodge ability to retest against archery challenges, the wielder of this blade may use the Melee ability instead. Furthermore, the blades are somehow aware of such cowardly attacks and will spring into their wielder’s hands by themselves, so that a missile attack never surprises one blessed enough to hold a magical Damascene sword.

Eye of the Hour Glass

VA

N/A

This magic item allows the wearer to see any vampire using celerity perfectly regardless of their level.

The Garou’s Claw

VA

N/A

Aggravated Damage to vampires, and under full moon light will automatically let you know of any kindred nearby.

Giant’s Blood

VA

N/A

+1 Potence for a scene or an hour. Not to exceed Advanced.

Griffin’s Ring

VA

N/A

10 feet around the wearer; they will be altered to the presence of any vampire.

Ivory Bow

VA

N/A

Does Aggravated damage to vampires and Lupines

Jorum of Kinship

VA

N/A

Valuderies done with this bowl automatically increases everyone who participates vinculum to 10 instead of rolling.

Martinelli’s Ring

VA

N/A

Wearing the ring removes all fears, phobias, Derangements and any mental flaws the individual wearing the ring might have. Removing the ring brings them back twice as strong, and the wearer becomes obsessed with recovering it.

Monocle of Clarity

VA

N/A

By Peering through the lens he character gains an effective auspex rating of 7 to pierce Obfuscate and Chimersty. Additionally they make a static Mental challenge retested with occult to locate to see hidden doors or spirits.

Phylactery of Recorded Memory

VA

N/A

It looks like a smooth piece of granite bound in two gold bands, and allows the wearer to evoke the memories of any previous owner of the amulet. The amulet may aid in skills, languages, and many other areas. The amulet also slows the aging of any mortal wearing it.

Powder of Rigidity

VA

N/A

Make a contested physical challenge retested with brawl to apply the powder to a target. If you succeed the target may not shapeshift for the next scene or an hour. A victim may make a Self-Control challenge at difficulty 4 to attempt to shape shift (they must make this challenge every time they wish to change their form in some manner.)

Ring of the Inscrutable Eye

VA

N/A

Two blood points must be spent to activate the ring. When concentrating on a specific Vampire, there is a 30% chance (1 through 3 on a die) that his location and activities can be determined by a static Mental challenge retested with occult difficulty 10.

Rowan Ring

VA

N/A

This weapon appears to be a simple band of polished wood, worn around the finger. When a command is spoken, the ring expands, sharpens and elongates into a wooden stake extending from the hand of the wielder like an Indian punch dagger.

The Silken Cord

VA

N/A

This cord allow the user to place a triggered blood magic spell upon it. Those who cross the cord trigger the spell and are effected by it.

Tapestry of the Blood

VA

N/A

To properly use the item, it must be saturated with at least 10 blood points. It will then show a variety of scenes in its weavings; tales vary as to precisely what can be viewed there, but accounts have stated things as different as the Great Flood, the near future, the founding of the Second City, the secret weaknesses of a mighty Methuselah, and Gehenna.

Tongue of Jarthis the Slaver

VA

N/A

If a person puts the tongue in her mouth, she can tell a lie without being discovered. If she holds it to her ear, she can ascertain whether or not a given statement is a lie.

Tryant’s Lash

VA

N/A

Any struck by the Tryant’s Lash must make a Willpower challenge at a difficulty of 7. If the victim fails they are immediately driven to their knees in pain and humiliation, and all willpower challenges for the scene they are considered down one trait.

Vestment of Vileness

VA

N/A

This unholy article of clothing is a priestly vestment with a Sabbat blessing and curse upon it. The curse dooms the owner to lose any loved one who touches the robe. The blessing allows the vampire to use Necromancy (Sepulchre Path) up to level four. The necromantic powers of the robe are not compatible with any Necromancy the vampire may already have.

Ashes

VA

N/A

Ashes of the Ancients are useless in and of themselves, unless one seeks to melt the snow on one’s walk. To use the ashes, the Cainite possessing them must anoint his body with the ashes. Anointing the appropriate body part with the ash increases on Attribute by two for as long as the ash remains unblemished. For example, placing ash on one’s eyelids would increase Perception by two, while marking one’s feet would increase Dexterity.

Weylan’s Wycran

VA

N/A

A Wayland-forged blade is, first and foremost, indestructible by anything short of the blood of dragons or other similar potent monsters. The blade will never notch or break, even when crossed with another of the same lineage. The gems set into the hilt cannot be pried loose, and any gold worked into the inlay cannot be melted out or otherwise extracted. These weapons were made for skilled swordsmen and they will not suffer themselves to be wielded by unworthy masters. If grasped by a character without at least two levels in Melee, steel thorns will sprout from the grip of the blade, piercing the offending hand and causing two levels of aggravated damage. Two points worth of blood will also be absorbed into the blade at this time; if a Cainite is pierced thus and attempts to heal himself while still impaled by on the thorns, any blood directed toward healing will instead be drunk by the thirsty blade. In the hands of a worthy swordsman, however, a blade from Wayland’s forge is little short of miraculous. It adds two bonus traits to the weapon and two additional levels of damage. It can also break blades that cross it with a standard Physical challenge retested with Melee. Furthermore, many of these blades sing or chant in battle, and the knowledge that a Wayland-forged sword is on the field has broken several armies ranks. Wayland’s swords, by drinking from the hands that wield them, have a limited blood pool (five points) and access to something mimics Celerity (granting 1 additional action a round for one blood trait from the sword). At storyteller’s discretion, the sword will use its Blood Pool and take extra actions of its own initiative. When a sword’s Blood Pool reaches zero, it immediately sprouts thorns and begins to drink. Swords that drink thrice from the same Cainite can develop a Blood Oath for that vampire, and legends speak of bereaved swords that seek lost masters across Europe. It is worth noting that none of Wayland’s swords has ever been proved to be truly aware. They have hungers and a certain sort of instinct, but nothing more. By way of an explanation for this phenomenon, Certain Cappadocians claim that Wayland has hammered souls into each of his pieces. This lends credence to the idea that Wayland and the Great Smith of the Dead are the same. Other scholars scoff at this, but mumble of fae magics and their ilf.

Blood Pouch

VA

N/A

Some Kindred feel Blood Pouches have been superseded by modem methods of cold storage, but vampires still find them valuable. These flasks, generally made out of animal intestines, can preserve up m a quart of blood (two human Blood Points) for one month. They are extremely tear and puncture resistant, and some vampires claim they are bulletproof, though few would risk a Pouch to find out.

Gangrel Eye

VA

N/A

The Gangrel Eye is a small red gem, generally a ruby, which a character holds over his own right eye. By closing his left eye, the character is able to see in the dark as though he possesses the Protean power Eyes of the Beast. As long as he holds the gem to his right eye and closes the left, he can see in the dark.

Inner Stone

VA

N/A

An Inner Stone is usually no bigger than a pebble, and a vampire must swallow it to activate its powers. It provides a character with two extra Willpower points, usable for all purposes. If the character spends this Willpower, however, she will have to recharge the stone by removing it from her stomach and then leaving it in the sunlight for a week. If the character does not spend this Willpower, then she has the extra points for as long as the stone remains in her stomach.

Sire’s Index Finger

VA

N/A

This item grants a free retest to resist frenzy.

Berserker Fang

VA

N/A

Just holding a Fang and spending a Blood Point allows a character to attack hand-to-hand with two bonus traits, and do one more level of damage. The character must spend a Blood

Point every turn she wants the combat bonus. As long as she spends the blood, however, she cannot dodge, parry or otherwise try to avoid damage.

Blazing Candle

VA

N/A

If a character drops a point of vampire blood into the candle's flame, it will flare with a mystical light, causing any vampires who view it to risk Rotschreck (difficulty 4). Only the vampire who provided the blood is safe from the effect. Each time this is done, the candle loses six inches from its height. The only way to replenish the candle is to wash it in 50 pounds of boiling fat.

Vanishing Bead

VA

N/A

When used the user leaves no trace behind of their movements.

Skin of the King

VA

N/A

The user appears to be a chosen animal, they however do not actually change form.

Blood Shield

VA

N/A

+4 Bonus traits but the costs the character 3 blood traits.

Kduva’s Mask

VA

N/A

+2 Bonus traits to Intimidation and Leadership challenges. All items within a 10 foot radius burst into green flame. All mortals take 1 aggravated damage a round. Any attempts to aura read the vampire are down 2 traits.

Pledge Sword

VA

N/A

The pledge-sword’s owner may wield the sword once against anyone who has come into contact with it. The owner pronounces the name of his target, then either stabs the blade into the ground or jabs it towards the sky during rainfall. If the target is either touching the earth or beneath the same rainstorm, he is slashed as though cut by the blade. This weapon does aggravated damage and ignores non-supernatural forms of defense.

Incantations, General

IN

1-4

New Incantations are approved on a case by case basis, but generally will use the mechanics for Blood Magic rituals up to level 4. Only Rituals that appear as general or in multiple paradigms may be used.

For Luck (Potion or Amulet)

IN

N/A

+3 retests on any challenge which are used when called upon.

For Wounds

IN

N/A

Heals 1 level of aggravated damage or two levels of lethal damage

To Bestill the Grave (amulet)

IN

N/A

If the wearer dies they may not come back in any way.

To Find Treasure

IN

N/A

A potion gives its user a vision of the nearest items of that type and its immediate surroundings, along with its direction at the time the potion was consumed, but no other information. An amulet pulls in the direction of the nearest items of that type, but provides no other information. The amulet continues to possess this power until its bearer touches or sees treasure of this type, or until the next full moon.