Arcane Artifacts

'' Artifice: The craft of infusing magic into objects and technology - wondrous capabilities and volatile power. ''

Haywire Table
Some artifice is subject to going Haywire - if an artifact requires calls for a roll on this table, roll a d6 and the GM will apply the result.

Wands
''A small switch or stick infused with very specific magical power. A wand can cast one particular spell, though it is subject to the imperfections of artifice. In spite of their volatility, wands are rare and prized because of the power they grant to non-wizards, and because of the challenges associated with creating wands.''

The volume and purity of the natural power required to create a wand - and the restrictions on wand ownership in many Districts - make wands more popular in the frontier than the Towers.

When you use a wand to cast the spell infused in it, roll+ the modifier determined at the wand's creation.


 * On a 10+ the spell casts as intended.
 * On a 7-9 roll on the Haywire Table.

Boomstaff
''When a storm or elemental unleashes lightening upon an unsuspecting tree in just the right conditions, the tree will shatter from the strike but make no sound. The shards of wood, imbued with trapped thunder, can be carved into Boomstaves, able to release the force of thunder at will. They are popular in Racedis Towers for use in the chaotic sport of Boomerangtang.''

When you slam down the end of a Boomstaff, roll+CON.


 * On a 10+ the intended target launches in the intended direction.
 * On a 7-9 choose one:
 * The thunder catches the right target(s).
 * The blast trajectory is good.

Minerva's Peering Totem
''A carved wooden staff bearing a stern eye within a cat's-eye crystal. Conjured by the Arena during the Desert Ruins challenge.''

When you turn the Totem's gaze upon statues, roll+CHA.


 * On a 10+ the statues animate and do your bidding
 * On a 7-9 the statues animate, but they do not call you master