Mystic Equipment

Mystic equipment are items which are created or enhanced through mystic powers - magic, etc.

Costs: Costs will vary by setting. Where appropriate, a cost based on the normal amount of money a starting character would get for a setting is used as a Base Value (BV).

Follower Accouterments

Mystic Items of Faith

* Indicates requires positive Harmony to be used successfully.

See "The Reliqury" for more on creating items of faith...

Magical Accouterments

Mystic Items of Magic

Candle of Favor: (rare) When lit, burns a minimum of 10 minutes. While lit, the lighter enjoys a single blessing they can use. Once favor is used the candle melts completely. If not used, the time it was lit is subtracted from its total burning time (min. 10 minutes) and it can be lit again.

Censure of the Blessed:* (rare) Wispy colored smoke rises from the small censure when consecrated incense is burned in it. Grants all in the smoke's 2m radius 1 blessing which must be used by the time the smoke stops. The follower wielding the censure must continue to spin it the whole time, giving off the fumes. These typically last for only 10-15 minutes.

Crystal of Reserve: (scarce) This enhances the possessor's Occult Reservoir by a point when held or worn.

Elixir of Mana Infusion: (uncommon) 10 points of mana is restored to the imbiber's mana pool.

Glyph of Self: (easy) Every magus has a unique pattern representing themselves that is theirs alone. Often these are inscribed on an amulet, small tablet or mirror and used to center the magus in their process of meditation, granting a +1 bonus when studied to start meditation.
Cost = 1 BV

Holy Water: (easy) Water is a universal symbol affirming life and energy. Its transience, mutability (moves between solid, liquid, and gas), and life giving hydration all make it one of the most common receptacle of faith powers. Holy water is always pure and drinkable unless noted. It does 16 points of damage to undead. It can be applied to items and weapons to negate one degree of result (RS) penalty against undead, but will only stay spread effectively for a single round.

Idol of Devotion:* (scarce) Each day drains 5 synergy from those praying to it 1/day and grants the owner half that amount of synergy. Unused synergy fades after 24 hours. The total benefit is dependant on grace, but ones typically used only allow a maximum of 4 worshipers to use the idol.

Incense of Connection [Greater]:* (rare) When burned, the vapors will surround the person who lit it for 1 hour and restore half of drained synergy, up to 100.

Incense of Connection [Lesser]:* (uncommon) When burned, the vapors will surround the person who lit it for 10 minutes and restore 10 synergy.

Incense of Direction:* (uncommon) This material is intended as a burnt offering of incense, flower petals, or other similar materials sacred to the faith, whose vapors enhance the connection in prayers seeking guidance from a deity. This material may grant a bonus of +1 to +4 CS on checks for the Guidance prayer, adding 1 round of time for each CS (in addition to any preparation).

Incense of Focus:* (common) This material aids in the process of regaining synergy through meditation. The burning or destruction of the offering, creates vapors which enhance the connection between the deity and follower. This material may grant a bonus of +1 to +4 CS on meditation checks. The material must be burned for every hour of meditation.

Mantle of Defense:* (scarce) This worn item (cloak, belt, sash, etc. appriate to the faith) may ONLY be worn by followers of accepted harmony. For 5 synergy, allows the wearer to get +1 CS to fend, evade, and any defensive action for 10 rounds.

Mantle of Power:* (scarce) This worn item (cloak, belt, sash, etc. appriate to the faith) may ONLY be worn by followers of accepted harmony. It is made to empower specific actions - granting a +1 CS on all actions of the type empowered. It will usually apply to either a single specific skill or the more powerful ones may apply to all skills in a group. For 5 synergy, the affected skills gain the bonus for 10 rounds.

Mantle of Safety:* (scarce) This worn item (cloak, belt, sash, etc. appriate to the faith) may ONLY be worn by followers of accepted harmony. For 5 synergy, as long as the wearer does not make any hostile or offensive actions, all attacks against them receive a CS penalty equal to their conviction. This lasts for 10 rounds.

Orb of the Craft: (rare) This device is attuned to the flow of magical events in the setting of the magus. In gazing into its depths, its plays out the lore, stories and knowledge of magical happenings. Such a process takes an hour, but the gazer gains +1 on their check for occult lore.

Potion of Mana Recovery: (common) 10% of the imbiber's mana pool is recovered.

Prayer Beads: This is a necklace made from semi-precious materials. The necklace has on it beads or charms carved with symbols or the faith to which is consecrated to. It only works for followers of the faith. Each charm or bead is imbued with the power of a prayer, which can be triggered by holding it and uttering a specific phrase of veneration. The charm or bead then lets loose its prayer effect and is spent. Typically such necklaces contain 2-5 items of prayer. Superior versions will, until all prayers are triggered, also provide the wearer with +1 on all meditation (in relation to the faith only) and guidance checks.

Stone of Power: (common) This item grants the possessor extra mana as if they had spent a single CP to enhance their mana pool.

Talisman of Revealing: (uncommon) This grants the possessor +1 on Mana Sense checks when held or worn.

Vapors of Rest: (rare) This bottle contains vapors that restore mana as if the inhaler had slept a full night. The character is put to sleep from which they cannot wake up for a single hour. Larger bottles contain vapor for more than one use.

Woven Fetish [Minor]: (unique) Knowledge of this fetish creation requires occult lore and mana sense base levels both greater than 4, and some instruction - either from reference materials or aid from a magus who has created one before. This is attuned only to its creator, who may sacrifice a number of mana permanently equal to their magic aptitude. In return, as long as the fetish remains whole and unbroken, they gain 5x the sacrificed amount in their mana pool. If ever the fetish is broken, they lose the points gained permanently from their pool. A magus may only have a single fetish of this type at any given time. The magus themselves may break the fetish without repurcussion - though the initial points sacrificed do not return.

Mystic Items

Mystic items are those which have been altered by powers to have properties and abilities not natural or normal to their mundane form and function. Normal items made better through science and improved processes are not considered mystic - such enhancements become the normal state for the item. Magic, faith, etc. all offer ways of creating or altering items with mystical elements to be used or triggered by those wielding them.

Phantasmal Conditions

> Phantasmal manifestations look and react as if they were real but are not; targets appear to break and sunder. Any damage done is considered real for determining its effects, but once the target is taken unconscious all damage is converted to fatigue and damage to items is reversed and appear whole. Healing is as if the damage were real, untill they regain consciousness.

Ghostly Conditions

> Ghostly manifestations lack properties of force and have a greatly reduced kinetic impact - not capable of damaging physical, non-living items. Armor protects against it, but damage is not dealt to the protection - only that which gets through, damaging a living target, is real. They typically are recognizable once their effects are felt, the physical presnece of such varies from near solid to translucent.

Spectral Conditions

> Spectral manifestations lack any physical kinetic properties and treat physical barriers as if they were not there; incapable of damaging non-living items. No normal physical barrier protects against it, all attacks simply go through, damaging living targets. These terrifying manifestations are obvious the minute their effects are seen, spectral conditions are barely visible to the normal human sight spectrum.

Using Mystic Items

Mystic items must be 'wielded' appropriately before their powers can be tapped into by the user. Items are built around a specific form and/or function. If a shirt contains magic powers to affect the wearer, it must be worn for these to take effect. There is no specific prohibition on the number of items which can be accumulated and used by a single creature, there are practical concerns of a mundane nature. One cannot wear 2 pairs of boots, for example. And, while possible, wearing a ring on each finger may make holding on to items difficult and cause soreness and swelling which may continue and affect other aspects of activity. It is up to the GM to determine the most appropriate penalties and effects. Inidividual milieu's may also have provisions governing this as well.

Mystic Item Base Adjustment

Mystic items may be marked with a base adjustment for use. Anyone who can wield the item, providing other properties do not prohibit it, gain the adjustment as a CS bonus in using the item. This adjustment is applied on top of any other adjustments, stacking with other effects.


Testing & History

1.0; 6/18/2010

Incarna Game System by Kelly Berger is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ; 1998 - 2012 (see Our Facebook page for more info)

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