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Covering a range of capabilities, Power Augments provide a variety of interesting and dynamic options. While it is common for form to mimic function in crafting magic, the sheer variety of abilities and potential combinations lends more to a specific functionality with the focus object choice. Meaning that characters are far more likely to choose Power Augments that enhance a focus object rather than choosing one that matches the power.

In game terms, these powers provide character’s with capabilities that aren’t really available in any other part of the game. There is a significant divergence between power levels, and not all powers are available to all levels, causing the list of available powers to grow at each level. All Power Augments require activation, function for a limited time, and are available only to those who possess the core object and know the activation process.

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As much as Modifiers and Effects can be very useful, it can be argued that they are rather mundane. After all, bonuses come in a variety of forms, and skills and spells are a known quantity that is readily available as a part of character generation and advancement. Powers, on the other hand, offer unique abilities in the game that are not available in that form elsewhere.

Due to this unique nature, the crafting processes differ from those of the other abilities in some fundamental ways.

Crafting Requirements

Regardless of the augment level, the core object must be of masterwork quality to be crafted with powers. This limitation applies to Heirloom items as well.  Augments at all levels must be independently constructed and affixed to the core object. Because these are not abilities that can be bestowed by magic saturation or ritual repetition, all powers require a representative component based on their abilities.

Included with the power descriptions, these components can be monster parts, elemental substances, or naturally occurring substances with specific properties. The amount, rarity, and delicacy of these vary by power level.

Beyond these basics are specific requirements at each level.

Minor Powers

At this level, augments must be composed of a precious or rare material that houses the representative power component. The power component may be encased or displayed, but the whole of it must be worked by a craftsman of at least expert rank, having a minimum of five (5) skill points in the tree with the appropriate crafting skill (engraving, carving, etc.). An appropriate crafting skill check is required to complete the augment crafting process, which typically takes five (5) days.

Once the augment is complete, it must be saturated with magic over a period five (5) days. During this process, the augment takes on the properties of the power. A Craft Magic skill is required to complete the saturation.

Affixing the augment to the core object requires an additional crafting skill check, during which the core object is saturated with magic, linking it to the augment. At this time, the activation process is determined with symbols crafted directly onto the core object as the augment is affixed. A Craft Magic skill check is required to attune the augment to the core object, with this final process requiring three (3) days to complete.

A skill check failure at any level destroys the augment.

Medium Powers

The materials that house representative power component at this level must be composed of a at least two precious or rare materials. A portion of the power component must be displayed either in a setting or artistically as part of the augment and the whole of it must be worked by a craftsman of at least master rank, having a minimum of nine (9) skill points in the tree with the appropriate crafting skill (engraving, carving, etc.). An appropriate crafting skill check is required to complete the augment crafting process, which typically takes eight (8) days.

After the augment is complete, the caster must saturate it with magic for a period six (6) days. During this process, the augment takes on the properties of the power. A Craft Magic skill is required to complete the saturation.

An additional crafting skill check is required to affix the augment to the core object, during which the caster saturates the core object with magic, linking it to the augment. At this time, the activation process is determined with symbols crafted directly onto the core object as the augment is affixed. Attuning the core object to the augment requires a Craft Magic skill check and takes four (4) days to complete.

A skill check failure at any level destroys the augment and may cause a magical backlash.

Major Powers

All powers at this level require a bound spirit to sustain the magic (see Spirit Binding in the Crafting Process) that is crafted into the augment. A blending of three precious or rare materials are required to house the representative power component and spirit gem, both of which must be displayed in separate settings. A craftsman of at least master rank, having a minimum of nine (9) skill points in the tree with the appropriate crafting skill (engraving, carving, etc.) is required to construct the augment complete the settings. Completing the augment requires an appropriate crafting skill check and typically takes twelve (12) days.

After the augment is crafted, it must be saturated with magic for nine (9) days to imprint the representative power component on the spirit. During this process, the caster communes with the spirit and determines the activation process. A Craft Magic skill is required to complete this process – a difficult (-4) modifier is added if the spirit is unwilling.

Affixing the augment to the core object is a delicate process that requires the caster to commune with the spirit to accept the core object while the crafter affixes it. An unwilling spirit adds a difficult (-4) modifier to both the Craft Magic and crafting skill checks and requires seven (7) days to complete.

A skill check failure at any level destroys the augment and spirit gem and may cause a magical backlash.

Minor Powers are broken up into four (4) categories that define how they’re used, including Attack, Defend, Move, and Utility. Beyond this, all powers have a number of charges and a general activation process that can be detailed and customized by the crafter, requiring at least one free action or as detailed in the description. Each use of a power consumes a charge, which may be:

•  Instant: one action per charge
•  Active: one round per charge
•  Passive: a number of rounds per charge

All minor powers have five (5) charges per day, typically resetting following the standard recharge cycle of ten hours, based on local time. Charges cannot be split, each activation consumes a charge regardless of actual use or early deactivation; passive charges automatically continue into the next successive round until the activated charge is spent unless deactivated.

Attack Powers

Charge:
Passive
Description:When activated, the core object takes on a characteristic glow (as defined by the crafter) that may include visual, audio, and kinesthetic properties, for up to four (4) rounds on one charge. This glow increases in the presence of magic, changing color to match the foundation type. It does not provide enough illumination to provide light to see by.
Magic:
Mystic Foundation
Components:Rare metal or jewel, Mystic Foundation.
Core Object: Figurine, instrument, jewelry, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge: Active
Description: The power to make melee attack actions that strike a target at a range of up to three yards from the character. Attacking weapons are visible to the target and they get standard defend actions.
Magic: Any Foundation
Components: Rare mirror shard, twin blood, etc.
Core Object: Melee weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:A power that causes the damage-dealing aspect of the weapon, e.g., blade, striking head, etc., to ignite in magical flame for up to four (4) rounds. While this does not cause additional damage, the effect provides illumination in a three-yard radius and it may be used to ignite flammable objects.
Magic:
Fire Walker Foundation
Components:Lava jewel, red mercury, elemental fire, etc.
Core Object: Weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge: Instant
Description: when activated, one attack action in a round is immediately repeated from the previous die roll, requiring an action, but ignoring weapon speed factors; the power must be activated before the die roll
Magic: Any Foundation
Components: Oozes, slimes, tentacles, etc.
Core Object: Melee weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:A pitched attack on one target up to six (6) yards away that upsets their balance, knocking them prone (save vs. Stamina to negate). An attack roll is required to hit the target, skill rank of 10. If the attack roll fails, the charge is used.
Magic:
Any Foundation
Components:Siren chord, rare amphibian, etc.
Core Object: Figurine, instrument, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When activated, this power produces a loud, rolling sound of thunder that affects all in a 20-yard radius, interrupting verbal communication and active spells (Concentration/Willpower save), and spooking animals (morale save) – leaving them stunned for the remainder of the round on a failed save. Activating this power requires one action, but no attack roll. When used in conjunction with roleplay skills, a 2 point modifier may be applied to target’s skill checks or saves.
Magic:
Windrider Foundation
Components:Specially constructed bell, pure silver, elemental air, etc.
Core Object: Figurine, instrument, jewelry, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Defend Powers

Charge:
Active
Description:When activated, the character is temporarily protected from non-magical ranged attacks that cause impact or physical damage. While the power is active, all incoming missiles are simply knocked out of the air, taking on aesthetic effects as defined by the crafter. One action must be spent to activate the power each round, but no defend roll is required. The effect can take the form of a specific magic foundation, i.e., gust of wind, magic hand, flying stone, etc., be based on a hand movement, simply stop before hitting and drop to the ground, etc.
Magic:
Any Foundation
Components:Rare metal, elemental aspect, rare oil, etc.
Core Object: Armor, figurine, instrument, jewelry, shield, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:A bracer worn on the forearm, when activated a magic construct is formed in the shape of a shield – the type is determined at the time of creation – for up to four (4) rounds. It may take on aesthetic qualities of the magic foundation, i.e., carved stone, fire, ice, etc., and is indestructible to impact damage, but may otherwise be used as a standard shield of a size and type as defined by the crafter.
Magic:
Any Foundation
Components:Masterwork leather inset with rare metals and gems, elemental aspects, etc.
Core Object: Bracer

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:With this power, when the character is stunned and fails the save, they are allowed a second save. The item must be physically touched to activate the effect, requiring at least a free action, and it can only be used one (1) time per round.
Magic:
Life Warden
Components:Clear Quartz dust, ammonia fertilizer, calendula honey, etc.
Core Object: Figurine, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:With this power, when the character is exposed to a Fear effect and fails the save, they are allowed a second save. The item must be physically touched to activate the effect, requiring at least a free action, and it can only be used one (1) time per round.
Magic:
Life Warden or Death Eater
Components:Blood of a brave person, gladiolus honey, tigers eye gem, etc.
Core Object: Figurine, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Move Powers

Charge:
Passive
Description:With this power, the character can float in the air unassisted for up to four (4) rounds per charge. It allows for vertical and horizontal movement of up to 2 yards per action and can be activated to negate falling damage and the effects of knockback.
Magic:
Any Foundation
Components:Henbane bell, elemental aspect, rare gem, etc.
Core Object: Apparel, armor, figurine, jewelry, etc

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge: Instant
Description: Using this power, a character can spring forward or upward a significant distance with a single action. These can be horizontal leaps of up to 16 yards, vertical leaps of up to 10 yards, or a series of three (3) hops up to 4 yards each.
Magic: Any Foundation
Components: Hind legs of a rare grasshopper, leather from a rare jumping animal, etc.
Core Object: Apparel, armor, figurine, jewelery, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:Characters with this power can create a gateway that allows for one way instant travel between two places. The portal must have aesthetically visible edges, as defined by the crafter, at both ends. When activated, the entry portal appears next to the character and the exit portal at any point in line of sight of up to 10 yards distance, horizontal or vertical. It remains open for one round per charge and so long as it is open, anyone can pass through. Due to the aesthetic effect, it cannot be used to make surprise-type attacks.
Magic:
Any
Components:Rare chalks, inks infused with precious gems, elemental materials, etc.
Core Object: Figurine, instrument, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Utility Powers

Charge:
Passive
Description:With this power, some visual quality is added to an item or object, such as glowing eyes, billowing clothes, a magical glow, etc. Purley aesthetic in nature, these effects do not offer modifiers in a standalone capacity but can be used to enhance roleplay skills or Reputation, granting up to a temporary +3 modifier at the GM’s discretion.
Magic:
Any Foundation
Components:Rare metal powder, rare plant extract, elemental aspect, etc.
Core Object: Apparel, armor, instrument, jewelry, shield, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When activated, this power allows the character to perceive details at 4x standard visual range. In addition to Search skill checks, the distance modifier applies when Observation checks are called for. Upon activation, the effect lasts for one round per charge.
Magic:
Life Warden, Windrider Foundation
Components:Rare clear gem, masterwork glasswork, etc.
Core Object: Glasses, helm, jewelry, monocle, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:This power is used to summon a core object within a 100-yard radius to the wielder’s hand. Because the core object must traverse the distance, traveling a distance of 10 yards per action, the path between the character and core object must be clear of obstacles.
Magic:
Life Warden or Death Eater
Components:Wielder bond, e.g., blood, flesh, spirit, etc.
Core Object: Instrument, shield, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

There are four (4) categories of Medium Powers that define how they’re used, including Attack, Defend, Move, and Utility. Beyond this, all powers have a number of charges and a general activation process that can be detailed and customized by the crafter, based on the type of charge. Each use of a power consumes a charge, which may be:

•  Instant:one action per charge; free action activation
•  Active:one round per charge; free action activation
•  Passive:a number of rounds and activation per the description

Medium powers have five (5) charges per encounter, resetting after a standard recharge cycle of one hour, based on local time. Instant charges are activated per action, while active and passive charges activate per round and may not be split into actions. Once activated, active charges continue into the next successive round until all charges are spent unless deactivated, and passive charges last a number of rounds per charge based on the description.

Attack Powers

Charge:
Active
Description:When activated, the core object takes on a shifting, colorful aura (as defined by the crafter) that must include either a visual, audio, or scent-based delivery, determined at the time of creation. A single target of up to 10 yards distance may be selected, causing them to lose focus and become distracted, entering a fatigue state until the effect ends or a successful save is made. Targets get a Willpower save each round and must be susceptible to the delivery type.
Magic:
Mystic
Components:Rare colored metal or jewel shaped into a an eye, specially sculpted glass with an eye inside, eye of a monster with similar abilities, etc.
Core Object: Figurine, instrument, jewelry, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:A weapon-based power, when activated, the core object takes on an electric charge and the character experiences a windblown effect that ruffles hair and clothing. The next attack that hits catapults targets backward in a straight line based on size – small 40 yards, medium 20 yards, or large 5 yards, with no save. Small and medium targets suffer 2D20/1D20 falling damage respectively. Those who have resistance or immunity to Knockback may save normally.
Magic:
Wind Rider
Components:Rare or specialty metal that is cooled with only cold winds during crafting, etc.
Core Object: Blunt Melee weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:Taking the form of an ammo container, such as a quiver (arrows), pouch (bullets), or case (needles) that works as normal, when activated, any non-magical ammo inside is replicated for the duration of the effect. There must be at least one piece of ammo common to the container in it (arrow, bolt, etc.), and if there are multiple types, the one pulled will be random. One action is required to activate the power and the effect lasts for 3 rounds, during which time only the replicated ammo is pulled. Fired ammo typically takes on aesthetic aspects of the magic foundation (fire bolt, electric arrow, ice needle, etc.), and cannot be recovered to be used again.
Magic:
Any
Components:Rare monster hide with regenerative properties that is tanned and shaped in magic rather than under the sun.
Core Object: Ammo Container

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:This power creates a mirror image of the wielder, giving a single character the ability to standard or ranged flank a target, gaining a +2 modifier to hit and giving the foe a -2 modifier to defend. In addition, the target can’t determine the direction of attack, offering a passive displacement defense (rank 7), e.g., on a roll of 1-7 the target gets confused and attacks the mirror instead. When used tactically with allies, it provides further flank options, such as holding a flank with two, double flanking with three, etc. This power does not duplicate the damage from the attack and will fool visual, auditory, touch, or scent senses. When activated, the core object typically takes on a glowing aesthetic property of the magic foundation, though with Life magic both the character and mirror are surrounded by spherules, and the character and mirror take on shadowy or undead aesthetic properties with Death magic.
Magic:
Any
Components:Two identically created objects made from rare metals, gems, or jewels, polished to a reflective surface and facing to reflect one another.
Core Object: Jewelry or Weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:Characters with this power can make a great leap from a standing position to attack a target up to their single move action rate distance. A pounce must be a minimum of 4 yards and is treated as a rush attack, i.e., the attacker gains a +2 modifier to hit and suffers a -2 modifier to defend for that round. Like a Rush, it is considered a move-type attack, but if the target takes damage from the attack, they are knocked prone, no save. Those who have resistance or immunity to Knockdown by ability, skill, or scale may save normally. This power may not be used alone to retreat from combat but may be used with other move-based skills.
Magic:
Any
Components:Leaping monster leg bone, rare metals, scales, etc.
Core Object: Jewelry, Figurine, or Melee Weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Instant
Description:Activated by a clapping action, whether cymbal like, items worn on the hands, or two weapons banged together, an action is required, generating a shockwave to knockdown targets in an area. Those in a cone shaped radius up to 10 yards distant with a 5 yards wide base, get a Reaction save and move to escape the effect, those trapped in it are knocked prone and suffer a stun effect for the remainder of the round (Stamina save to negate the stun effect). Those who have resistance or immunity to Knockdown may save normally
Magic:
Windrider, Landstrider, or Waverunner
Components:Specially designed matching items made from rare materials that can be struck together.
Core Object: Instrument, jewelry, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Defend Powers

Charge:
Active
Description:Once activated, the core object scatters magic energies directed at the character. The charge cost is based on the area of effect for the spell – individual: 1 charge, group: 2 charges, locus: 3 charges. Only a number of spells up to the available charges can be dissipated. No save is required to dissipate the magic, the effect doesn’t differentiate between friendly and hostile magics, and it lasts a maximum of ten rounds, until all charges are spent, or the power is deactivated. The dispersed magic takes on the aesthetic qualities of the foundation type.
Magic:
Any
Components:Rare metal cooled in the blood of a magic being, carved bone of magic monster, etc.
Core Object: Armor, bracer, jewelry, shield, weapon

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:

This power adds a protection modifier to a specific class and type of damage suffered from an attack. The amount is determined at the time of crafting, within the following guidelines:

•  4 – Physical
•  2 – Impact, all & Physical
•  3 – Impact, all
•  4 – Impact, sharp
•  5 – Impact, blunt
•  2 – Magic
•  2 – Elemental

Only one type of damage may be selected. The effect lasts for up to four (4) rounds after activation and requires only a free action to activate. The core object takes on aesthetic qualities of the magic foundation, which gathers at the point of impact. This effect stacks with other Durability modifiers.

Magic:
Any
Components:Rare metal, monster scale, gem, etc., crafted with a protective symbology 
Core Object: Armor, jewelry, weapon, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:

When activated, this power increases the effectiveness of natural or worn armor, increasing the Armor Rating as follows:

•  Physical +2
•  Impact +1
•  Magic +2
•  Elemental +1

A free action is required to activate the power and the effect lasts up to 6 rounds. It may be crafted onto Armor or worn as a garment or jewelry, but must be worn and not carried. The effect stacks with the highest armor rating if more than one is available.

Magic:
Any
Components:Sample of rare scales, chitin, etc., a rare hardened metal alloy, etc.
Core Object: Armor, apparel, or jewelry

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description:With this power, the character’s entire form, including anything worn at the time of activation, takes on a pliable quality that provides Critical Hit immunity. One action is required to activate the power and the effect lasts 4 rounds during which time the character can distort their form to squeeze through small openings, escape from grapples, etc. The effect doesn’t extend to anything being carried that is not worn or to another living being.
Magic:
Waverunner, Death Eater, Life Warden
Components:Sample from a pudding or other such monster, rare soft metal, etc.
Core Object: Apparel, figurine, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Passive
Description: This power protects the character from poisons. So long as it is in possession of the character when exposed to the poison, charges can be spent to combat the effect – 1 charge: +3 save, 2 charges: re-roll a failed save or +6 save, 3 charges: negate the poison effect. It may only be used while charges are available, and the core object must be physically touched to activate the effect.
Magic:
Life Warden or Death Eater
Components: A sample of rare toxic, distress, and paralytic poisons boiled down into a gel and crafted into a rare metal, jewel, etc.
Core Object: Figurine, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Move Powers

Charge:
Active
Description:Characters with this power can create a gateway that allows for one way instant travel between two places. The portal must have aesthetically visible edges, as defined by the crafter, at both ends. When activated, the entry portal appears next to the character and the exit portal at any point in line of sight of up to 10 yards distance, horizontal or vertical. It remains open for one round per charge and so long as it is open, anyone can pass through. Due to the aesthetic effect, it cannot be used to make surprise-type attacks.
Magic:
Any
Components:Rare chalks, inks infused with precious gems, elemental materials, etc.
Core Object: Figurine, instrument, jewelry, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:This power provides the ability to move vertically or upside-down as if on a normal horizontal surface. While activated, the magic maintains the proper orientation for the character to attack and defend without modifiers, allowing them to use tactical modifiers such as gaining the High Ground. The surface must be capable of supporting the characters weight and this does not affect terrain modifiers or provide the ability to adhere to a slick surface. A free action is required to activate the power and it last one round per charge. Once the affect ends or is deactivated, characters on a vertical or upside-down surface immediately fall.
Magic:
Landstrider, Death Eater
Components:Rare spider leg, adhesive pads from rare lizard feet, etc.
Core Object: Apparel, armor, jewelry, etc

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When activated, the character is able to move on any fluid surface with sure footing. While this extends beyond water to include snow, ice, oil, tar, magma, etc., it does not offer elemental protection, just the ability to move over it without suffering movement based modifiers. A free action is required to activate the power and it lasts one round per charge
Magic:
Waverunner, Death Eater, Life Warden
Components:Long toes of a water lizard, rare feet webbing, spider leg wax secretions, etc.
Core Object: Foot apparel, figurine, jewelery, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Utility Powers

Charge:
Passive
Description:With.
Magic:
Fire Walker
Components:etc.
Core Object: Apparel, helm, jewelry

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When.
Magic:
Life Warden
Components:Rare clear gem, masterwork glasswork, etc.
Core Object: Glasses, helm, jewelry, monocle, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When.
Magic:
Waverunner or Death Eater
Components:Rare clear gem, masterwork glasswork, etc.
Core Object: Glasses, helm, jewelry, monocle, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •

Charge:
Active
Description:When.
Magic:
Landstrider
Components:Rare clear gem, masterwork glasswork, etc.
Core Object: Glasses, helm, jewelry, monocle, etc.

• ⊥ ⌉⌈ – ¯ ⊃ ∴ ⊂ ¯ – ⌉⌈ ⊥ •