Barrier Effect Show more details Artificing Tier 5 Enhance Held or worn items Evoke Until Used 2 Common (Chemical), 1 Abundant (Ore). 2s 1c 2s 6c 1s 6c Caster forms a stationary energy shield 10 feet in diameter. Caster can force others to stay out of the circle, but cannot force anyone to stay within it. No spells or attacks may pass through the barrier from either direction. Allows for 1 use.
Magic Blast Effect Show more details Artificing Tier 5 Enhance Held or worn items Evoke Until Used 2 Common (Chemical), 1 Abundant (Stone). 2s 1c 2s 6c 1s 6c Point and Cast - Deals 1 hit of damage to named location. Allows for 1 use.
Speak with Dead Effect Show more details Artificing Tier 5 Enhance Held or worn items Evoke Until Used 1 Common (Plant), 3 Abundant (Chemical). 1s 3c 1s 6c 1s Caster may speak with a dead character for 1 minute. No other characters can hear the dead's half of the interaction. Denote with "other language" gesture. Allows for 1 use.
Foresight Effect Show more details Artificing Tier 4 Enhance Held or worn items Evoke Until Used 1 Common (Animal), 8 Abundant (Chemical). 1s 8c 2s 3c 1s 4c Player can ask the GMs a Yes or No question and get an answer. Allows for 1 use.
Heal Self Effect Show more details Artificing Tier 4 Enhance Held or worn items Trigger Until Used 3 Common (Chemical), 4 Abundant (Stone). 3S 4C 4s 3c 2s 8c When Health becomes 0, regain 1 to a limb. Cannot heal a torso wound. Allows for 1 use.
Lore Resource Effect Show more details Artificing Tier 4 Enhance Held or worn items Evoke Until Used 1 Common (Animal), 1 Common (Chemical), 1 Common (Ore), 1 Common (Plant), 1 Common (Stone). 5s 6s 3c 3s 8c Allows user to place a Lore Resource gathering location of their choice in to play. This does not include Magic or Tech resource. Allows for 1 use.
Disguise Effect Show more details Artificing Tier 4 Enhance Held or worn Items Evoke Until Used 1 Scarce (Chemical), 5 Common (Animal), 2 Abundant (Plant). 1g 5s 2c 1g 9s 1g 1s 4c User can appear as any other race for 1 hour. Allows for 1 use.
Dodge Effect Show more details Artificing Tier 4 Enhance Held or worn items Evoke Until Used 1 Scarce (Animal), 1 Common (Ore), 10 Abundant (Chemical). 1g 2s 1g 5s 9s Allows user to negate one hit against them, including spell balls or arrows. Does not include Ammo. Allows for 1 use.
Entanglement Effect Show more details Artificing Tier 4 Enhance Weapon or Ammo Trigger Until Used 1 Scarce (Plant), 4 Common (Stone), 1 Abundant (Chemical). 1g 4s 1c 1g 7s 6c 1g 6c Target is unable to move for 30 seconds. Allows for 1 use.
Forgettable Face Effect Show more details Artificing Tier 4 Enhance Held or worn items Evoke Until Used 2 Scarce (Plant), 3 Common (Stone), 3 Abundant (Animal). 2g 3s 3c 2g 9s 1c 1g 7s 5c Caster can cause another creature to forget their face. Allows for 1 use.
Leech Effect Show more details Artificing Tier 3 Enhance Held or worn items Evoke Until Used 2 Scarce (Chemical), 9 Abundant (Stone). 2g 9c 2g 6s 1c 1g 5s 7c Takes one damage from the target and heals one damage to the caster. Allows for 1 use.
Sacrifice Effect Show more details Artificing Tier 3 Enhance Held or worn items Evoke Until Used 10 Abundant (Chemical). 1s 1s 3c 8c User can cause one damage to themselves to heal one damage to another creature. Allows for 1 use.
Stealth Effect Show more details Artificing Tier 3 Enhance Held or worn items Evoke Until Used 3 Scarce (Chemical), 2 Common (Chemical), 2 Abundant (Animal). 3g 2s 2c 4g 3c 2g 4s 2c Makes a character unseen. Must put elbow over face as a shroud. In daylight, it lasts for 1 minute; At night, lasts for 1 hr. You cannot come out of stealth within 5 feet of another player. This ability is dispelled by Tracking. Allows for 1 use.
Truth Effect Show more details Artificing Tier 3 Enhance Held or worn items Evoke Until Used 3 Scarce (Chemical), 2 Common (Ore), 3 Abundant (Stone). 3g 2s 3c 4g 4c 2g 4s 2c Target must answer truthfully Y/N questions for duration. Allows for 1 use.
Versatile Trap Show more details Artificing Tier 3 Enhance Trap Trigger Variable Variable Variable 1g 2s 5c 7s 5c This requires a Basic or Advanced Trap in its construction. Once Trigger the effect is a touch version of the Ability or Ailment Recipe that was used in its creation. Allows for 1 use.
Blink Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 5 Scarce (Chemical), 2 Common (Tech), 1 Abundant (Plant). 5g 2s 1c 6g 5s 1c 3g 9s 1c Caster becomes un-targetable while they move directly to a location within 30 feet of the starting location where they immediately become targetable again. Allows for 1 use.
Decoy Effect Show more details Artificing Tier 2 Enhance Held item Trigger Until Used 1 Rare (Stone), 4 Scarce (Chemical), 1 Common (Animal)2 Abundant (Tech). 14g 1s 2c 17g 6s 5c 10g 5s 9c Replaces character with a decoy for 10 seconds. Enemies will think that the decoy is the real person. Player must provide the spell ball or other item. Allows for 1 use.
Intimidation Effect Show more details Artificing Tier 3 Enhance Held or worn items Evoke Until Used 1 Scarce (Chemical), 4 Common (Animal), 10 Abundant (Animal). 1g 5s 1g 8s 8c 1g 1s 3c Player thoroughly convinces target character that if the character attacks the player, the character WILL die. Allows for 1 use.
Knockdown Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 1 Rare (Stone), 3 Scarce (Ore), 2 Common (Chemical), 3 Abundant (Magic). 13g 2s 3c 16g 5s 4c 9g 9s 2c Target is knocked to the ground. Allows for 1 use.
Knockout Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 1 Rare (Chemical), 3 Scarce (Ore), 3 Common (Plant), 1 Abundant (Magic). 13g 3s 1c 16g 6s 4c 9g 9s 8c Touched target is rendered unconscious for 10 seconds. The target can be woken by another creature. Allows for 1 use.
Magic Mimic Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 1 Rare (Chemical), 2 Scarce (Ore), 1 Scarce (Tech), 3 Common (Stone), 1 Abundant (Plant). 13g 3s 1c 16g 6s 4c 9g 9s 8c The user may copy a magic ability that was used on them. Copied ability cannot be stored for later use. Crafted items cannot be copied. Allows for 1 use.
Maim Limb Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 4 Common (Stone), 10 Abundant (Animal). 5s 6s 3c 3s 8c Causes instant limb damage to a called out limb from a distance. No health is lost. Allows for 1 use.
Pull Effect Show more details Artificing Tier 2 Enhance Held or worn items Trigger Until Used 1 Rare (Stone), 2 Scarce (Chemical), 2 Abundant (Tech), 8 Abundant (Ore). 12g 1s 15g 1s 3c 9g 0s 8c Forces the target to move ten feet closer to the user. Allows for 1 use.
Sanctuary Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 1 Rare (Ore), 4 Scarce (Chemical), 4 Abundant (Chemical). 14g 4c 17g 5s 5c 10g 5s 3c Player declares a structure that he is in possession of or charged with protecting as a sanctuary. Characters that are welcomed as guests by the player or the player is otherwise responsible for are granted +1 ability armor while within the walls of the structure. Characters that are declared as no longer welcome or no longer under the player's charge by the player lose their bonus. Allows for 1 use.
Silence Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 1 Rare (Ore), 2 Scarce (Plant), 4 Common (Magic), 2 Abundant (Animal). 12g 4s 2c 15g 5s 3c 9g 3s 2c Target cannot speak or make vocal sounds. Allows for 1 use.
Suggestion Effect Show more details Artificing Tier 2 Create Held or worn items Evoke Until Used 1 Rare (Chemical), 2 Scarce (Plant), 2 Scarce (Magical), 4 Abundant (Animal). 14g 4c 17g 5s 5c 10g 5s 3c User designates a thought that the target has. After 1 hour, the target realizes their thoughts were tampered with, even if it was something they would normally think. Allows for 1 use.
Taunt Effect Show more details Artificing Tier 2 Enhance Held or worn items Evoke Until Used 3 Scarce (Animal), 3 Common (Stone), 1 Abundant (Chemical). 3g 3s 1c 4g 1s 4c 2g 4s 8c Target character is forced to fight you. Allows for 1 use.
Berserk Effect Show more details Artificing Tier 1 Enhance Held or worn items Evoke Until Used 1 Rare (Animal), 3 Scarce (Chemical), 1 Scarce (Tech), 1 Scarce (Magical), 1 Abundant (Chemical). 15g 1c 18g 7s 6c 11g 7s 6c Causes target that is pointed at to blindly attack the nearest creature. Allows for 1 use.
Deafen Effect Show more details Artificing Tier 1 Enhance Weapon or Ammo Evoke Until Used 1 Rare (Ore), 2 Scarce (Stone), 4 Common (Magical), 7 Abundant (Chemical). 12g 4s 7c 15g 5s 9c 9g 3s 5c Interrupts all abilities in the process of being cast and forces the targets to drop all held items to cover their ears. Allows for 1 use.
Heal Group Effect Show more details Artificing Tier 1 Enhance Held or worn items. Evoke Until Used 4 Scarce (Plant), 6 Common (Magical), 1 Abundant (Chemical). 4g 6s 1c 5g 7s 6c 3g 4s 6c All characters within 10ft diameter, regain 1 hitpoint to a limb. Cannot heal a torso wound. Allows for 1 use.
Lessor Restore Show more details Alchemy Tier 5 Create Consumable Consume / Apply Alchemy Until Used 1 Common (Plant)3 Abundant (Plant) 1s 3c 1s 6c 1s This consumable restores 1 use of an ability that has 5 uses per day.
Ability Armor Show more details Alchemy Tier 4 Create Consumable Consume / Apply Alchemy Until Used 3 Common (Ore), 5 Abundant (Animal) 3s 5c 4s 4c 2s 6c This consumable gives 1 point of global armor. Max of 3 points of Ability Armor total.
Cure Lessor Ailment Show more details Alchemy Tier 4 Create Consumable Consume / Apply Alchemy Until Used 3 Common (Plant), 4 Abundant (Animal). 3s 4c 4s 3c 2s 6c Cures a Level 1 Ailment.
Foresight Effect Show more details Alchemy Tier 5 Create Consumable Consume / Apply Alchemy Until Used 1 Common (Plant), 8 Abundant (Animal). 1s 8c 2s 3c 1s 4c Player can ask the GMs a Yes or No question and get an answer.
Health Effect Show more details Alchemy Tier 4 Create Consumable Consume / Apply Alchemy Until Used 3 Common (Plant), 4 Abundant (Plant). 3s 4c 4s 3c 2s 6c This potion heals a single point of damage to a limb. Heals a Limb
Basic Restore Effect Show more details Alchemy Tier 4 Create Consumable Consume / Apply Alchemy Until Used 3 Common (Plant), 6 Abundant (Plant). 3s 6c 4s 5c 2s 7c This consumable restores 1 use of an ability that has 4 uses per day.
Lessor Burned Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 2 Scarce (Plant), 3 Common (Chemical), 3 Abundant (Stone). 2g 3s 3c 2g 9s 1c 1g 7s 5c Roleplay - You are stunned anytime someone touches you. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Cure Ailment Effect Show more details Alchemy Tier 3 Create Consumable Consume / Apply Alchemy Until Used 1 Scarce (Ore), 4 Common (Plant)1, Abundant (Animal). 1g 4s 1c 1g 7s 6g 1g 6c Cures a Level 2 Ailment.
Lessor Hallucinations Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 1 Scarce (Plant), 12 Abundant (Chemical). 1g 1s 2c 1g 4s 8s 4c Roleplay - You constantly see something in your peripheral vision and you think it’s a threat. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Impaired Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 2 Scarce (Chemical), 1 Common (Ore), 7 Abundant (Plant). 2g 1s 7c 2g 7s 1c 1g 6s 3c Roleplay - Drunkenness If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor DAG Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 4 Scarce (Animal), 1 Common (Plant), 1 Abundant (Ore). 4g 1s 1c 5g 1s 4c 3g 8c Roleplay - You think you can take on anything. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Paranoia Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 5 Scarce (Plant) 5g 6g 2s 5c 3g 7s 5c Roleplay - You do not want to be touched at all. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Petrification Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 1 Scarce (Stone), 1 Common (Plant), 10 Abundant (Animal). 1g 2s 1g 5s 9s Roleplay - Non Dominant Arm becomes unusable. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Lessor Poison Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 1 Scarce (Plant), 4 Common (Plant), 4 Abundant (Animal). 1g 4s 4c 1g 8s 1g 8c Target chooses one ability to loose access to until cured. If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Regular Restore Effect Show more details Alchemy Tier 3 Create Consumable Consume / Apply Alchemy Until Used 1 Scarce (Animal), 3 Common (Plant), 6 Abundant (Plant). 1g 3s 6c 1g 7s 1g 2c This consumable restores 1 use of an ability that has 3 uses per day.
Truth Effect Show more details Alchemy Tier 3 Create Consumable Consume / Apply Alchemy Until Used 3 Scarce (Plant), 2 Common (Plant), 3 Abundant (Animal). 3g 2s 3c 4g 4s 2g 4s 2c Consumable that forces the character to answer truthfully Y/N questions for 1 min.
Versatile Trap Show more details Alchemy Tier 3 Enhance Trap Trigger Variable Variable Variable 1g 2s 5c 7s 5c This requires a Basic or Advanced Trap in its construction. Once Triggered the effect is a touch version of the Ability or Ailment Recipe that was used in its creation.
Lessor Weakness Effect Show more details Alchemy Tier 3 Create Ailment Consume / Apply Alchemy Progressive 1 Scarce (Stone), 1 Scarce (Plant), 2 Common (Plant), 5 Abundant (Plant). 2g 2s 5c 2g 8s 1c 1g 6s 9c Roleplay - Can't run If it is not cured the same day, it will progress to Level 2 (Regular) at the next game day.
Ailment Resistance Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 3 Scarce (Plant), 2 Common (Plant), 3 Abundant (Animal). 3g 2s 3c 4g 4c 2g 4s 2c Allows the user to ignore 1 Ailment-based ability. Does not work retrospectively.
Regular Burned Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Ore), 2 Scarce (Plant), 3 Common (Chemical), 4 Abundant (Stone). 12g 3s 15g 4s 3c 9g 2s 6c Roleplay - It hurts too much to wear armor. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Calm Emotions Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 2 Scarce (Animal), 2 Common (Plant), 10 Abundant (Plant). 2g 3s 2g 8s 8c 1g 7s 3c Roleplay - Potion forces the player to have a nuetral emotion.
Regular Hallucinations Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Chemical), 2 Scarce (Plant), 2 Common (Plant), 6 Abundant (Chemical). 12g 2s 15g 3s 3c 9g 2s Roleplay - You confuse PCs for other PCs If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Impaired Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Plant), 3 Scarce (Plant), 1 Common (Animal), 5 Abundant (Plant). 13g 1s 5c 16g 4s 4c 9g 8s 6c Roleplay - Wandering and extreme emotions If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Mental Resistance Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 3 Scarce (Chemical), 2 Common (Ore), 3 Abundant (Stone). 3G 2S 3C 4g 4c 2g 4s 2c Allows the user to ignore 1 mental ability. Cannot be used retroactively.
Regular DAG Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Animal), 2 Scarce (Animal), 4 Common (Plant), 2 Abundant (Ore). 12g 4s 2c 15g 5s 3c 9g 3s 2c Roleplay - You actively try to take things on by yourself. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Paranoia Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Chemical), 5 Scarce (Plant), 1 Abundant (Plant). 15g 1c 18g 7s 6c 11g 2c 6c Roleplay - You don't want anyone to be within 10 feet of you. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Petrification Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Plant), 2 Scarce (Stone), 10 Abundant (Animal). 12g 1s 15g 1s 3c 9g 0s 8c Roleplay - Leg of choice becomes unusable. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Regular Poison Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Plant), 2 Scarce (Plant), 5 Common (Animal). 12g 5s 15g 6s 3c 9g 3s 8c Target chooses a second ability to loose access to until cured. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Rage Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 1 Rare (Plant), 2 Scarce (Plant), 2 Scarce (Chemical), 1 Scarce (Magical), 1 Abundant (Animal). 15g 1c 18g 7s 6c 11g 2s 6c Roleplay - For 10 seconds, the user goes into a frenzy. They ignore any physical damage, but will target the nearest creature, friend or foe.
Major Restore Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 3 Scarce (Animal), 4 Common (Magic), 3 Abundant (Plant). 3g 4s 3c 4g 2s 9c 2g 5s 7c This consumable restores 1 use of an ability that has 2 uses per day.
Slow Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 1 Rare (Plant), 4 Scarce (Chemical), 1 Common (Chemical), 2 Abundant (Animal). 14g 1s 17g 6s 5c 10g 5s 9c Roleplay - User is unable to run for the next 30 seconds.
Regular Weakness Effect Show more details Alchemy Tier 2 Create Ailment Consume / Apply Alchemy Progressive 1 Rare (Stone), 2 Scarce (Plant), 1 Common (Plant), 8 Abundant (Plant). 12g 1s 8c 15g 2s 3c 9g 1s 4c Roleplay - Constant 1 HP Damage. It can not be healed until cured. If it is not cured the same day, it will progress to Level 3 (Major) at the next game day.
Major Burned Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Ore), 1 Scarce (Magic), 4 Common (Chemical), 6 Abundant (Stone). 21g 4s 6c 26g 8s 3c 16g 1s Roleplay - It hurts to much to hold or equip anything.
Cure Major Ailment Effect Show more details Alchemy Tier 1 Create Consumable Consume / Apply Alchemy Until Used 2 Scarce (Ore), 1 Scarce (Magic), 5 Common (Plant), 1 Abundant (Animal). 3g 5s 1c 4g 3s 9c 2g 6s 3c Cures a Level 3 Ailment.
Major Hallucinations Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Chemical), 1 Scarce (Plant), 1 Scarce (Magic), 2 Common (Plant), 7 Abundant (Chemical). 22g 2s 7c 27g 8s 4c 16g 7s Roleplay - Inability to distinguish friends or foes
Major Impaired Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Plant), 1 Scarce (Magic), 2 Common (Animal), 10 Abundant (Plant). 21g 8c 26g 6s 3c 15g 9c 8c Roleplay - Uncontrollable divination (please see a GM if you get inflicted with this)
Major DAG Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Animal), 2 Scarce (Animal), 1 Scarce (Magic), 4 Common (Plant), 4 Abundant (Ore). 23g 4s 4c 29g 3s 17g 5s 8c Roleplay - You hunt everyone.
Major Paranoia Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Chemical), 1 Scarce (Magic), 5 Common (Animal), 4 Abundant (Plant). 21g 5s 4c 26g 9s 3c 16g 1s 6c Roleplay - You avoid all contact with others.
Major Petrification Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Plant), 1 Scarce (Stone), 2 Common (Magical), 10 Abundant (Animal). 31g 3s 26g 6s 3c 15g 9s 8c Roleplay - Whole body becomes unusable.
Major Poison Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Plant)1 Scarce (Magic)3 Common (Animal)8 Abundant (Animal) 21g 3s 8c 26g 7s 3c 16g 4c Target chooses a third ability to loose access to until cured.
Master Restore Effect Show more details Alchemy Tier 1 Create Consumable Consume / Apply Alchemy Until Used 1 Rare (Plant), 1 Scarce (Animal), 1 Scarce (Magic), 5 Common (Plant), 5 Abundant (Plant). 12g 5s 5c 15g 6s 9c 9g 4s 1c This potion restores 1 use of an ability that has 1 uses per day.
Major Weakness Effect Show more details Alchemy Tier 1 Create Ailment Consume / Apply Alchemy Progressive 2 Rare (Stone), 1 Scarce (Plant), 1 Scarce (Magic), 3 Common (Plant), 5 Abundant (Plant). 22g 3s 5c 27g 9s 4c 16g 7s 6c Roleplay - Constant 2 HP Damage. It cannot be healed until cured.
Tongues Effect Show more details Alchemy Tier 3 Enhance Held or worn items Evoke Until Used 2 Scarce (Stone), 1 Common (Ore), 2 Abundant (Animal). 2g 1s 2c 2g 6s 5c 1g 5s 9c Allows a character to understand and speak other languages for the rest of the day. Allows for 1 use.
Diplomacy Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 2 Scarce (Ore), 1 Scarce (Magic), 7 Abundant (Chemical). 3g 7c 3g 8s 4c 2g 3s Target is thoroughly convinced that nobody has intentions of physical harm toward them for 1 minute or target character is harmed by player.
Fear Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 1 Rare (Animal), 2 Scarce (Animal), 2 Scarce (Magical), 2 Common (Plant). 14g 2s 17g 7s 5c 10g 6s 5c Target cowers for 30 seconds and is afraid of everyone. The target can defend themselves.
Magic Resistance Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 2 Scarce (Ore), 1 Scarce (Magic), 2 Common (Stone), 3 Abundant (Chemical). 3g 2s 3c 4g 4c 2g 4s 2c Allows the user to ignore 1 Magic-based ability. Cannot be used retroactively.
Social Resistance Effect Show more details Alchemy Tier 2 Create Consumable Consume / Apply Alchemy Until Used 2 Scarce (Animal), 1 Scarce (Magic), 2 Common (Chemical), 3 Abundant (Ore). 3g 2s 3c 4g 4c 2g 4s 2c Allows the user to ignore 1 social-based ability. Cannot be used retroactively.
Stun Effect Show more details Alchemy Tier 2 Create Consumable Evoke Until Used 1 Scarce (Ore), 1 Scarce (Animal), 3 Common (Chemical), 4 Abundant (Chemical). 2g 3s 4c 2g 9s 3c 1g 7s 6c Target is unable to move, attack or use abilities for 30 seconds, but may defend themselves.
Create Arrows Show more details Artisan Tier 5 Create Arrow Evoke Until Spent 2 Abundant (Ore), 3 Abundant (Plant). 5c 7c 3c Resource requirements are per arrow created. Any number of arrows may be made with one use of crafting. Arrows that strike a target are spent and must be re-crafted.
Enhance Polearms Show more details Artisan Tier 5 Enhance Polearms Evoke Until Used 3 Common (Ore)10 Abundant 3s 14g 3s 8c 8g 6s 3c All creatures in line of sight are knocked backwards 10 feet. It does not fall to the ground. Allows for 1 use.
Create Ammo Show more details Artisan Tier 5 Create Ammo Trigger Until Spent 3 Abundant (Ore), 3 Abundant (chemical). 6c 8c 4c Resource requirements are per ammo created. Any number of ammo may be made with one use of crafting. Any Shot fired is considered spent. Spent ammo can be used as 1 abundant (Ore).
Repair Synthetic or Natural Armor Show more details Artisan Tier 5 Repair Armor Repair NA 1 Common (Animal), 3 Abundant (Plant). 1s 3c 1s 6c 1c Repair Cloth/Leather Armor. Recipe is for 1 point of armor. Multiply recipe by number of points you are repairing.
Repair Metal Armor Show more details Artisan Tier 4 Repair Armor Repair NA 1 Common (Ore), 3 Abundant (Plant). 1s 3c 1s 6c 1s Repair Metal Armor. Recipe is for 1 point of armor. Multiply recipe by number of points you are repairing.
Enhance Equipment Show more details Artisan Tier 5 Enhance Held or worn items Trigger Until Used 2 Common (Ore), 1 Abundant (Animal). 2s 1c 2s 6c 1s 6c Allows the user to ignore 1 physical ability. Allows for 1 use.
Enhance Strikes Show more details Artisan Tier 5 Enhance Blunt weapons. Trigger Until Used 1 Common (Ore), 1 Common (Stone), 1 Common (Animal). 3s 3s 8c 2s 3c An Enhanced Strike gives one use of Sunder to a blunted weapon. You may want to mark the weapon in some way. Allows for 1 use.
Advanced Trap Show more details Artisan Tier 4 Create Trap Trigger Variable 4 Common (Animal), 10 Abundant (Plant), 4 Common (Ore). 9s 1g 1s 3c 6s 8c When Trigger Maim limb causes limb damage to the named limb unless Disable Device is used. Allows for 1 use.
Basic Trap Show more details Artisan Tier 4 Create Trap Trigger Variable 2 Common (Animal), 5 Abundant (Plant), 2 Common (Ore). 4s 5c 5s 6c 3s 4c When Triggered, Entanglement snares a target for 30 seconds Unless Disable Device is used. Allows for 1 use.
Surgeons Kit Show more details Artisan Tier 3 Create Kit Evoke Until Used 4 Common (Chemical), 5 Abundant(Plant), 5 Abundant(Animal). 5s 6s 3c 3s 8c Heals 2 points of health to a Torso or up to 2 Limbs - Takes 1 min to use. Allows for 1 use.
Repair Equipment Show more details Artisan Tier 5 Repair Shield / Weapon Repair NA 3 Common (Ore), 6 Abundant (Plant). 3s 6c 4s 5c 2s 7c Repair Shield or Weapon from Sunder.
Bookshelf Show more details Artisan Tier 2 Create Station Evoke Until Damaged 1 Scarce (Plant), 8 Common (Plant), 1 Abundant (Ore). 1g 8s 1c 2g 2s 6c 1g 3s 6c User can ask a two questions with one use of Lore while here. May be damaged with 2 uses of sunder.
Med Station Show more details Artisan Tier 2 Create Station Trigger Until Damaged 1 Scarce (Chemical), 5 Common (Plant), 4 Abundant (Ore), 3 Abundant (Animal). 1g 5s 7c 1g 9s 6c 1g 1s 8c Healing Items made here give 2 health points instead of one. May be Damaged with 2 uses of sunder.
Shrine Show more details Artisan Tier 2 Create Station Evoke Until Damaged 1 Scarce (Ore), 7 Common (Stone), 3 Abundant (Ore). 1g 7s 3c 2g 1s 6c 1g 3s Spend 1 min here to receive 1 Ability Armor. Any person can gain this benefit once per day. (Max 3 Ability Armor) May be damaged with 2 uses of sunder.
Trade Station Show more details Artisan Tier 2 Create Station Evoke Until Damaged 1 Scarce (Animal), 4 Common (Plant), 5 Abundant (Ore), 4 Abundant (Animal). 1g 4s 9c 1g 8s 6c 1g 1s 2c Can trade 10 Abundant materials for 1 copper at this station. Max of 10 Copper per person. May be damaged with 2 uses of sunder.
Well Show more details Artisan Tier 2 Create Station Evoke Until Damaged 1 Scarce (Chemical), 3 Common (Plant), 11 Abundant (Stone). 1g 4s 1c 1g 7s 6c 1g 0s 6c Use to regain 1 use of a 4 or 5 use ability once per day. May be damaged with 2 uses of sunder.
Workbench Show more details Artisan Tier 2 Create Station Evoke Until Damaged 1 Scarce (Stone), 6 Common (Plant), 4 Abundant (Ore), 1 Abundant (Animal). 1g 6s 5c 2g 6c 1g 2s 4c Once per crafting at this station, you use a higher level resource in place of up to 9 of the same type of resources 1 step down. May be damaged with 2 uses of sunder.
Infirmary Show more details Artisan Tier 1 Create Building Evoke Until Damaged 1 Rare (Chemical), 5 Common (Plant), 2 Common (Magic), 7 Abundant (Stone). 10g 7s 7c 13g 4s 6c 8g 0s 8c Time spent Here can heal wounds. 5 Mins – 1 health or a limb. 10 Mins – 2 health or a torso. 15 Mins – fully healed. The Infirmary cannot regrow limbs or cure status effects. May be damaged with 3 uses of sunder.
School Show more details Artisan Tier 1 Create Building Evoke Until Damaged 1 Rare (Ore), 2 Common (Tech), 4 Common (Plant), 4 Common (Stone), 1 Abundant (Stone). 11g 1c 13g 7s 6c 8g 2c 6c You receive 1 additional point towards training an ability when it is trained within this building. May be damaged with 3 uses of sunder.
Shop Show more details Artisan Tier 1 Create Building Evoke Until Damaged 1 Rare (Ore), 5 Common (Plant), 1 Common (Tech), 9 Abundant (Stone). 10g 6s 9c 13g 3s 6c 8g 0s 2c Order a recipe or material for its "Buy" Value from the full catalogue. That recipe will be available for you at the next event. May be damaged with 3 uses of sunder.
Spa Show more details Artisan Tier 1 Create Building Evoke Until Damaged 1 Rare (Animal), 2 Common (Magic), 3 Common (Ore), 11 Abundant (Stone). 10g 6s 1c 13g 2s 6c 7g 9s 6c Anyone spending time here can regain 1 use of a 2 or 3 use ability once per day. May be damaged with 3 uses of sunder.
Temple Show more details Artisan Tier 1 Create Building Evoke Until Damaged 1 Rare (Ore), 5 Common (Stone), 4 Common (Magic), 3 Abundant (Plant). 10g 9s 3c 13g 6s 6c 8g 2s Spend 2g 5s here to cleanse you of any Ailments. These Coins are returned to the GMs. May be damaged with 3 uses of sunder.