Magical Implements
Magic-users can use implements to enhance or aid their spellcasting. These implements typically come in the form of staves, orbs, wands, and holy symbols, and apply to either a skill (e.g. a wand of summoning) or a secret (e.g. a staff of fire). The bonuses granted by the implement only apply to use of the appropriate skill or secret, and bonus MP provided by the implement can only be spent on that skill or secret.
Implement |
Cost |
MP |
Holy symbol |
200 |
12 |
Orb |
2,500 |
24 |
Staff |
5,000 |
36 |
Wand |
500 |
12 |
- Wands (500gc) store 12 MP and allow spells using the stored MP to be cast as a single action.
- Staves (5,000gc) store 36 MP.
- Orbs (2,500gc) store 24 MP and are used for divination, charm, and compulsion magic.
- Holy symbols (200gc) store 12 MP and are used for a secret or secrets related to a deity's portfolio.
Note that a caster still cannot cast a spell which costs more MP than her MAGIC attribute.
Implements function as equipment as normal, granting dice to a dice pool based on quality, on any spells using the appropriate skill or secret (not just those which use the item's MP reservoir). The cost of an implement is affected by quality level as normal.
Recharging Implements
Implements recharge at a rate of 1d6 MP per day.
Attunement
A creature can only be attuned to one implement at a time. It takes one hour to attune yourself to an implement.