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Blood charms

PG 416 Comp 132

Ex = Expensive or Rare Component;


L = Living Crystal; O = Orichalcum; A = True Air; Ea = True Earth; F = True Fire; Wa = True
Water; Wo = True Wood
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Spellcasters complained enough about the price difference between their version and
“meathead Warriors” for the price to be raised across the land on these charms. Instead of
reducing the price on Desperate Spell charms, much to their chagrin.
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Enchanter must be a questor of Garlen and the pattern is freely provided to all questors
of Garlen.

Absorb Blow: 2 Blood Magic Damage. absorbs the first 12 Damage Points.
Astral-Sensitive Eye: 2 permanent damage. can never be removed. +1 bonus to Astral
Sensing tests. 1 Strain.
Bone Charm: 1 Blood Magic Damage. +1 bonus to his Recovery tests.
Darksight Eye: 2 permanent damage. can never be removed. Low Light Vision
Death Cheat: 3 Blood Magic Damage. At death, make a Recovery test with +6 bonus. If no
tests available, Step 6/D10 Recovery test.
Desperate Blow: 3 Blood Magic damage. +6 bonus to an Attack or Damage test.
Desperate Spell: 3 Blood Magic Damage. +6 bonus to a Spellcasting or spell Effect test
Garlen Stone: 4 permanent damage. For 2 Strain, use a Recovery tests to heal a Wound
instead Damage. Only questors of Garlen.
Horn Needle: 3 Blood Magic Damage. For 2 Strain, +3 bonus to Toughness-based or Mystic
Defense when resisting poison or disease.
Horror Fend: 3 Blood Magic Damage. For 1 Strain per round, +3 to his Physical and Mystic
Defense against Horrors and constructs.
Initiative Booster: 4 Blood Magic Damage. +1 bonus to his Initiative test.
Strength Booster: 2 Blood Magic Damage. For every 2 Strain +1 bonus to Strength tests
(not damages).
Targeting Eye: 2 permanent damage. can never be removed. For 1 Strain, +2 bonus to
ranged combat Attack.
Wound Balance: 3 Blood Magic Damage. For 1 Strain, +3 bonus to a Knockdown test.
Spell Matrix Objects
These items are made using the Craft True Pattern knack (p. 116), but
the enchanter must also know the Incorporate Glyph knack (p. 117) to place
the appropriate matrix type in the item. These items do not have common or
custom patterns. As long as the enchanter knows the appropriate knacks, and
the appropriate matrix type, they can make the item.

While threads are used to power a spell matrix object, they do not
require the enchanter to suffer a Wound like with other thread items (see
below). Creating a matrix object takes 7 days. Each additional success on the
enchanting test reduces the time by 1 day, to a minimum of 1 day.

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