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Imbue Treasure


You can create leveled treasures by imbuing items with magic or psionic power. You must have a mundane version of the item you plan to imbue, such as a sword or shield, when you start this project.

You can imbue any item three times. The first time you imbue it, you pick a 1st-level enhancement. The second time you imbue it, you pick a 5th-level enhancement. The third time you imbue it, you pick a 9th-level enhancement. A hero using armor or a weapon can't benefit from an enhancement unless they are using a kit that includes the armor or weapon type, and their level matches the enhancement's level.

If an enhancement has a Roman numeral greater than I after it, such as the Phasing III enhancement, that enhancement can't be applied unless the item has all previous versions of the enhancement. This means you can't imbue armor with the Phasing III enhancement unless it has the Phasing I and Phasing II enhancements first. The effects of numbered enhancements are cumulative unless otherwise noted.

Enhancements are broken out by item type (armor, implement, or weapon) and level. Each item type and level features a table showing the name, item prerequisite, and project source language of each enhancement. Imbued items take the Magic or Psionic keyword (your choice) and are part of any kit categories appropriate to the type of item (light armor, medium weapon, and so forth).

Imbuing treasure with supernatural power as a downtime project typically means you undertake that project to make use of the treasure yourself. As such, all the features of imbuing refer to "you" as the user of the item. However, imbued items can be created for other creatures, or created by other creatures and found as treasure.

Imbue Armor

Armor imbued with an enhancement grants you special benefits while it is worn. Additionally, when your armor receives its 1st-level enhancement, it also grants a +6 bonus to Stamina. A 5th-level enhancement increases the Stamina bonus to +12, and a 9th-level enhancement increases it to +21.

Clothing as Armor Treasures

A hero who has a kit that provides no armor, such as the Martial Artist or Sniper kit, can create and make use of leveled armor treasures that imbue mundane clothing with supernatural power. At the Director's discretion, heroes who don't use kits, such as elementalists and nulls, can also benefit from such treasures.

1st-Level Armor Enhancement

Item Prerequisite: Varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Awe: When you start this project, choose either Charming or Threatening. If you choose Charming, you gain an edge on Presence tests made to win other creatures over or make a good impression. If you choose Threatening, you gain an edge on Presence tests made to intimidate, coerce, or bully.

Damage Immunity I: When you start this project, select three damage types. You have immunity 5 to those damage types.

Disguise: You can use a maneuver to cause this armor to take the form of any type of clothing that you have been in the presence of—a noble's dress, a guard's uniform, a cultist's robes, and so forth. The armor loses none of its protective qualities while transformed into other clothing.

Iridescent: When you are the sole target of an ability, you can use a free triggered action to reveal that the ability was targeting an afterimage of you in the same space as you. The power roll for the ability is treated as an 11. You can't use this enhancement again until you earn 1 or more Victories.

Magic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of magic abilities.

Nettlebloom: Whenever you are grabbed by an adjacent creature, your armor sprouts toxic nettles. While that creature has you grabbed, they are weakened.

Phasing I: Once per turn, you can move through 1 square of solid matter. If you end your turn inside solid matter, you are forced out into the space from which you entered it and you take 5 damage that can't be reduced in any way.

Psionic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of psionic abilities.

Swift: You gain a +1 bonus to speed.

Tempest I: As a maneuver, you infuse this armor with the essence of a storm. The first time an adjacent creature deals damage to you before the end of your next turn, they take lightning damage equal to your highest characteristic score and you can push them 1 square.

1st-Level Armor Enhancements Table

Enhancement Item Prerequisite Project Source Language
Awe A lock of hair from a fey, taken in amicable bargain for Charming or in violence for Threatening Khelt
Damage Immunity I Elemental sand left behind when an elemental enters Orden from Quintessence Zaliac
Disguise The blood of a lycanthrope Khelt
Iridescent Fur from a lightbender Hyrallic
Magic Resistance I A scale from a dragon The First Language
Nettlebloom A rose from the magical hedge of a hag Khelt
Phasing I Ichor from a destroyed wraith Szetch
Psionic Resistance I Rare crystals that resonate with psionic energy, often found at sites of psionic experimentation Voll
Swift The feather of a falcon slain as it was diving Yllyric
Tempest I A strip of starmetal struck by lightning Ullorvic

5th-Level Armor Enhancement

Item Prerequisite: Armor with a 1st-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Absorption: Whenever you are targeted by a magic or psionic ability that targets only one creature, you can use a free triggered action to cause this armor to absorb the ability after the ability's effects resolve. While the armor has an ability absorbed, you can't absorb another.

You can use an absorbed ability as if you knew it, making power rolls for the ability using your choice of Reason, Intuition, or Presence. You don't need to spend any Heroic Resource to activate the ability. Once you use the ability, the armor loses it, and you can absorb another.

Damage Immunity II: The damage immunity conveyed by the armor increases to 10.

Dragon Soul: When another creature causes you to be winded or dying, you can use a free triggered action to cause the soul of a dragon to emerge from this armor and hurtle toward the creature. Make the following power roll against the creature.

Power Roll + Your Highest Characteristic Score:

  • ≤11: 8 damage; push 3
  • 12-16: 12 damage; push 4
  • 17+: 15 damage; push 5

Levitating: On your turn, you can treat up to 5 consecutive squares of movement as flying movement. If you are still in midair at the end of your turn, you fall prone.

Magic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of magic abilities. This benefit replaces Magic Resistance I.

Phasing II: When you use the armor's Phasing I enhancement, you can move through 3 squares of solid matter per turn.

Psionic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of psionic abilities. This benefit replaces Psionic Resistance I.

Reactive: Whenever you take damage, you have damage immunity 2 until the end of your next turn after the triggering damage is resolved.

Second Wind: Whenever you become winded, you can use a free triggered action to spend a Recovery.

Shattering: Whenever an enemy scores a critical hit against you, they take 10 sonic damage.

Tempest II: When you use the armor's Tempest I enhancement, the affected creature takes 8 lightning damage and you push them up to 3 squares.

5th-Level Armor Enhancements Table

Enhancement Item Prerequisite Project Source Language
Absorption A mirror blessed by a priest of a god of magic The First Language
Damage Immunity II The essence of an elemental who is still alive Zaliac
Dragon Soul A scale from a dead dragon Vastariax
Levitating A palm-sized crystal grown in the subterranean lair of an overmind Zaliac
Magic Resistance II A scale from a mature dragon The First Language
Phasing II The remnants of a slain ooze Szetch
Psionic Resistance II A fresh crystalline scale from a gemstone dragon Voll
Reactive A complex, hand-engineered set of brass gears inscribed with runes in silver dust Zaliac
Second Wind The sweat of a troll Kalliak
Shattering A pound of volcanic obsidian, formed naturally as a single piece Zaliac
Tempest II The armor must be laid out under a clear sky as a comet passes over Ullorvic

9th-Level Armor Enhancement

Item Prerequisite: Armor with a 5th-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Devil's Bargain: You can fly. Additionally, if an effect would make you prone while flying, you can choose to not make you prone by losing Stamina equal to the distance you would have fallen from make you prone.

Dragon Soul II: While you are winded, your head transforms into a dragon's head and you have the following ability.

Dragon's Fire

l
Main Action

Dragon's Fire

You open your maw and unleash hell.

AreaMagic
Distance
5 x 1 line within 1
Targets
Each enemy in the area
Power Roll +Your Highest Characteristic Score
!5 fire damage
@8 fire damage
#11 fire damage
Invulnerable

When an ability roll made against you obtains a tier 1 outcome, you can ignore its damage and effects.

Leyline Walker

Once per turn as a move action, you can spend any amount of your movement to instead teleport that distance.

Life

Whenever you would die, you can spend a Recovery to regain Stamina instead. If you have no Recoveries to spend, you die.

Magic Resistance III

The benefit of the armor's Magic Resistance II enhancement extends to each ally within 3 squares of you.

Phasing III

Your movement doesn't provoke opportunity attacks, and you can move through the space of any enemy as if they were an ally. You can't end your turn in an enemy's space.

Psionic Resistance III

The benefit of the armor's Psionic Resistance II enhancement extends to each ally within 3 squares of you.

Temporal Flux

Whenever you move out of a square, you can choose to leave an imprint behind that lasts until the end of the encounter, until your imprint takes 20 or more damage, or until you create a new imprint. The square is occupied by your imprint, and you can share that space with it.

On your turn, you can teleport to the imprint's space as a free maneuver. When you are targeted by an ability, you can use a free triggered action to teleport to your imprint, and the power roll for the ability is an automatic tier 1 result.

Unbending

You can't be subjected to forced movement unless you choose to be. Effects that ignore Stability also ignore this enhancement.

9th-Level Armor Enhancements Table

Enhancement Item Prerequisite Project Source Language
Devil's Bargain The wing of an archdevil Anjali
Dragon Soul II An offering of gems, coins, and art stolen from a dragon's hoard, sacrificed in ritual fire Vastariax
Invulnerable Repurposed metal plates from a servok war engine Rallarian
Leyline Walker A cutting from an ethereal tree that manifests in the mundane world only once a year Yllyric
Life The tear of a saint High Kuric
Magic Resistance III A scale from an ancient dragon The First Language
Phasing III Perfectly clear glass from a house that disappeared into the Ethereal Plane Szetch
Psionic Resistance III The skull of a voiceless talker at least a century old Voll
Temporal Flux An experimental temporal capacitor invented by the kuran'zoi Voll
Unbending A spearhead or other weapon broken off in the body of a stone giant, and ossified for a year or more High Kuric

Imbue Implement

Implements are jewelry, spectacles, orbs, staffs, tomes, wands, weapons, and other objects used by those who channel magic and psionic power to focus that power. You decide what object to imbue when you create an implement treasure, but it must be an object you can carry or wear. You must have a mundane version of the item you plan to imbue when you start this project.

An implement imbued with an enhancement grants you special benefits while it is wielded. Additionally, when an implement receives its 1st-level enhancement, it grants your magic or psionic abilities that deal rolled damage a +1 damage bonus. A 5th-level enhancement increases the bonus to +2, and a 9th-level enhancement increases it to +3. Censors, conduits, elementalists, nulls, talents, and troubadours benefit from using implements more than the other classes in this book.

1st-Level Implement Enhancement

Item Prerequisite: Varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Agility, Reason, or Intuition

Project Goal: 150

Berserking: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature must make an opportunity attack against their nearest ally if possible after the ability's effects resolve. This strike deals extra damage equal to the highest of your Reason, Intuition, or Presence scores.

Displacing I: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, you can teleport that creature up to 2 squares after the ability's effects resolve. If the creature started on a horizontal surface, they must end on a horizontal surface.

Elemental: Whenever you use an ability with the Air, Earth, Fire, Green, Rot, Void, or Water keyword, you can attune this implement to that element until the end of the encounter. While the implement is attuned, you gain an edge on power rolls with that elemental keyword. The implement can be attuned to only one element at a time.

Forceful I: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 2 squares.

Rat Form: As a maneuver, you transform into a rat. Your equipment transforms with you. As a rat, you have speed 5 and can automatically climb at full speed while moving, your size is 1T, and you can see in the dark. You can speak and keep your skills while in rat form, but your Might is −5 and you lose all your regular abilities, features, and benefits. You can revert to your natural form as a maneuver, and do so automatically if you take any damage.

Rejuvenating I: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On a 9 or higher, you gain 1 Heroic Resource.

Seeking: Your ranged magic or psionic abilities gain a +2 distance bonus. Additionally, if you think the name of a specific creature, place, or object to the implement, the implement points toward that target, provided you are on the same world.

Thought Sending: Your ranged magic and psionic abilities gain a +2 distance bonus. Additionally, you can telepathically communicate with any willing creature who knows a language and whose name you know, provided they are on the same world as you. You must initiate the conversation, but once you do, the creature can respond until you end the conversation.

Warding I: You gain a +6 bonus to Stamina.

1st-Level Implement Enhancements Table

Enhancement Item Prerequisite Project Source Language
Berserking The tusk of a feral boar Kalliak
Displacing I Slime from an ooze Khelt
Elemental Ashes or other leavings from a natural disaster The First Language
Forceful I A lead slingstone that killed a giant High Kuric
Rat Form One hundred rat pelts Khamish
Rejuvenating I A singing quartz crystal The First Language
Seeking An inch-long needle carved from a diamond Caelian
Thought Sending The brain of a psionic creature Variac
Warding I Three skulls from the same chimera Zaliac

5th-Level Implement Enhancement

Item Prerequisite: An implement with a 1st-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Agility, Reason, or Intuition

Project Goal: 150

Celerity: Immediately after using a magic or psionic ability that requires a main action, you can shift up to 3 squares, or you can use the Escape Grab maneuver as a free maneuver (see Maneuvers in Chapter 10: Combat).

Celestine: As a main action, you conjure up to three stars, which hover in unoccupied squares of your choice within 5 squares of you. The stars remain in place, and disappear if you create more stars. When an enemy enters any star's space, the star detonates and is destroyed, and the enemy takes 10 fire damage. If you have line of effect to the enemy, you can also slide them 1 square. Otherwise, the enemy slides 1 square in a random direction.

Displacing II: When you use the implement's Displacing I enhancement, you can teleport the creature up to 4 squares. Additionally, the creature takes a bane on their next power roll made before the end of their next turn.

Erupting I: Whenever you damage a creature using a magic or psionic ability that targets only a single creature and obtain a tier 3 outcome, each enemy within 2 squares of the creature takes 3 fire damage after the ability's effects resolve.

Forceful II: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 3 squares. This replaces the benefit of Forceful I.

Hallucinatory: As a maneuver, you create an area of sensory instability in a 2 aura centered on yourself. The area is difficult terrain for your enemies until the end of the encounter.

Lingering I: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature takes 8 damage at the start of your next turn.

Rejuvenating II: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On an 8 or higher, you gain 1 Heroic Resource and you can spend a Recovery. This replaces the benefit of Rejuvenating I.

Warding II: The Stamina bonus for the Warding I enhancement becomes +12. Additionally, your characteristic scores are treated as 1 higher for the purpose of resisting potencies.

5th-Level Implement Enhancements Table

Enhancement Item Prerequisite Project Source Language
Celerity A dire falcon's beak Khelt
Celestine A still-warm piece of a meteorite Ullorvic
Displacing II The wing of a pixie Voll
Erupting I Obsidian from an active volcano Vastariax
Forceful II A marble stone giant's fingernail High Kuric
Hallucinatory A night hag's hairpin Variac
Lingering I Slow-acting poison refined from rare fungi Szetch
Rejuvenating II A still-growing bonsai tree at least 30 years old The First Language
Warding II A metallic dragon's horn Zaliac

9th-Level Implement Enhancement

Item Prerequisite: An implement with a 5th-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Agility, Reason, or Intuition

Project Goal: 150

Anathema: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature is also weakened (save ends). If the creature is within 10 squares when this weakened effect ends, you can use a free triggered action to make a free strike against them.

Displacing III: When you use the implement's Displacing I enhancement, you can teleport the creature up to 5 squares. Additionally, the creature takes a bane on their next power roll made before the end of their next turn.

Erupting II: The fire damage dealt by the implement's Erupting I enhancement increases to 6.

Forceful III: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 3 squares and that movement can be vertical. This replaces the benefit of Forceful II.

Lingering II: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature takes 15 damage at the start of your next turn. This replaces the benefit of Lingering I.

Piercing: Your magic and psionic abilities ignore damage immunities.

Psionic Siphon: Once per turn when you damage one or more creatures using a magic or psionic ability and obtain a tier 3 outcome, you gain Stamina equal to your highest characteristic score, and one creature you damage takes an extra 5 damage.

Rejuvenating III: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On a 7 or higher, you gain 1 Heroic Resource, and you or a creature of your choice within 3 squares can spend a Recovery. This replaces the benefit of Rejuvenating II.

Warding III: The Stamina bonus for the Warding I enhancement becomes +18. Additionally, you and each ally within 3 squares of you has their characteristic scores treated as 1 higher for the purpose of resisting potencies. This replaces the benefit of Warding II.

9th-Level Implement Enhancements Table

Enhancement Item Prerequisite Project Source Language
Anathema An olothec tentacle Variac
Displacing III The keystone from a gate used for crossing between worlds Voll
Erupting II A sealed geode containing explosive gas Vastariax
Forceful III A scale from the kraken High Kuric
Lingering II A venom gland from a mature dragon Szetch
Piercing Black iron harvested from a slain blood elemental Anjali
Psionic Siphon The frontal lobe of an overmind Variac
Rejuvenating III A live flower that blooms only once a decade The First Language
Warding III Heartwood from a two-century-old tree Zaliac

Imbue Weapon

A weapon imbued with an enhancement grants you special benefits while it is wielded. Additionally, when a weapon receives its 1st-level enhancement, it grants your weapon abilities that deal rolled damage a +1 damage bonus. A 5th-level enhancement increases the damage bonus to +2, and a 9th-level enhancement increases it to +3.

Unarmed Strike Treasures

A hero who has a kit that uses unarmed strikes, such as the Martial Artist and Pugilist kit, can create leveled weapon treasures that enhance their unarmed strikes by imbuing hand wraps, rings, shoes, or any other item worn on the body with supernatural power. At the Director's discretion, heroes who don't use kits, such as elementalists and nulls, can also benefit from such treasures.

1st-Level Weapon Enhancement

Item Prerequisite: Varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Blood Bargain: As a maneuver, you can harm yourself with the weapon, taking 1d6 damage that can't be reduced in any way. An ally within 5 squares can then spend a Recovery.

Chilling I: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 3 cold damage.

Disrupting I: Whenever you damage an undead using this weapon and leave that undead with 15 Stamina or less, they drop to 0 Stamina.

Hurling: Whenever you use a melee ability using this weapon, you can throw the weapon by treating the ability's distance as ranged 3 instead. When the ability is resolved, the weapon returns to your hand. Any ability used when you throw this weapon can't impose the grabbed or restrained conditions.

Merciful: Whenever you reduce a non-undead creature to 0 Stamina using this weapon, the creature falls unconscious and wakes up 1d6 hours later. A creature with the Heal skill can wake the unconscious creature early with 1 uninterrupted minute of medical treatment. Whenever the creature wakes, they regain 1 Stamina.

Terrifying I: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 2 psychic damage.

Thundering I: Whenever you deal rolled damage to a creature using this weapon, you can push that creature 1 square after the other effects of the ability resolve.

Vengeance I: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 2 damage.

Wingbane: Whenever you damage a flying creature using this weapon, that creature is also bleeding (save ends). While bleeding in this way, the creature takes 1 damage per square they fly. If the creature starts and ends their turn on the same solid surface, the bleeding condition ends.

1st-Level Weapon Enhancements Table

Enhancement Item Prerequisite Project Source Language
Blood Bargain The blood of a devil Anjali
Chilling I A piece of ice from Quintessence that never melts Yllyric
Disrupting I A vial of blood from a living saint Anjali
Hurling A magnet made from rare metals Variac
Merciful A sprig of dockwart, a rare plant with natural anesthetic properties Yllyric
Terrifying I The preserved, intact amygdala of a mindkiller Variac
Thundering I The heart of a lion, bear, or other large predatory animal Low Kuric
Vengeance I The crown of a usurper Kalliak
Wingbane The pinfeather of a giant hawk Yllyric

5th-Level Weapon Enhancement

Item Prerequisite: A weapon with a 1st-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Chargebreaker: While you wield this weapon, you have the following ability.

Stop Right There

Their momentum, your impact.

Melee, Strike, Weapon Free triggered
📏 Melee 1 🎯 One enemy

Trigger: The target willingly moves adjacent to you.

Effect: The target takes 5 damage.

Chilling II: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 6 cold damage and is slowed (save ends). This replaces the benefit of Chilling I.

Devastating: Whenever you make an ability roll using this weapon, the number you need to roll to score a critical hit is reduced by 1.

Disrupting II: Whenever you damage an undead using this weapon and leave that undead with 30 Stamina or less, they drop to 0 Stamina. This replaces the benefit of Disrupting I.

Metamorphic: You can change this weapon's shape and form as a maneuver, granting one of the following benefits of your choice:

  • Concealed: The weapon shrinks to the size of a piece of jewelry and can be worn as an earring, necklace, or similar accessory. While in this form, the weapon can't be used for weapon abilities.
  • Large: Abilities using this weapon gain a +1 melee distance bonus or a +3 ranged distance bonus.
  • Vicious: Whenever you damage a creature using this weapon, you deal an extra 1 damage on a tier 1 outcome, an extra 2 damage on a tier 2 outcome, and an extra 3 damage on a tier 3 outcome.

Silencing: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature also can't use magic abilities until the end of their next turn.

Terrifying II: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 4 psychic damage and is frightened (save ends). This replaces the benefit of Terrifying I.

Thundering II: Whenever you deal rolled damage to a creature using this weapon, you can push that creature up to 3 squares after the other effects of the ability resolve. If you obtained a tier 3 outcome, the creature is also knocked prone after being pushed. This replaces the benefit of Thundering I.

Vengeance II: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 4 damage. This replaces the benefit of Vengeance I.

5th-Level Weapon Enhancements

Enchantment Item Prerequisite Project Source Language
Chargebreaker An adamantine spearhead Zaliac
Chilling II Frozen bones from the lair of a white dragon Yllyric
Devastating A slaughter demon's horn High Kuric
Disrupting II A cutting from a century-old living tree in a graveyard Anjali
Metamorphic Oil from an olothec's liver Variac
Silencing An executioner's hood worn during the execution of a mage The First Language
Terrifying II Riverbed silt harvested from the Abyssal Wasteland Variac
Thundering II An iron rod charged by the death throes of an essence of storms Low Kuric
Vengeance II The remains of a sworn foe of the creature imbuing the item Kalliak

9th-Level Weapon Enhancement

Item Prerequisite: A weapon with a 5th-level enhancement; varies

Project Source: Texts or lore in a language determined by the enhancement

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 150

Chilling III: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 9 cold damage and is slowed (save ends). This replaces the benefit of Chilling II.

Disrupting III: Whenever you damage an undead using this weapon and leave that undead with 50 Stamina or less, they immediately drop to 0 Stamina. If you instead leave the undead with 100 Stamina or less, they are frightened (save ends). This replaces the benefit of Disrupting II.

Draining: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature is also weakened (save ends). Each time you weaken a creature with this weapon, you gain 1 surge.

Imprisoning: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature is also restrained (save ends). While restrained in this way, the creature can't use magic or psionic abilities.

Nova: Whenever you damage a creature using this weapon, each enemy adjacent to you takes damage based on the tier outcome of the power roll-2 damage for tier 1, 6 for tier 2, or 10 for tier 3. Additionally, while you are winded, you have the following ability.

Nova

I am an eternal flame, baby!

Area, Magic Main action
📏 3 burst 🎯 Each enemy in the area

Power Roll + Your Highest Characteristic Score:

  • ≤11: 7 fire damage
  • 12-16: 11 fire damage
  • 17+: 16 fire damage

Terrifying III: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 6 psychic damage and is frightened (save ends). This replaces the benefit of Terrifying II.

Thundering III: Whenever you deal rolled damage to a creature using this weapon, you can vertical push that creature up to 5 squares and knock them prone after the other effects of the ability resolve. If the creature takes or deals damage as a result of this movement, they also take 5 thunder damage. This replaces the benefit of Thundering II.

Vengeance III: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 6 damage. This replaces the benefit of Vengeance II.

Windcutting: Whenever you use a melee signature ability that usually targets one creature, you can take a bane on the ability to target each enemy in a cube 3 within distance. If your signature ability would usually cause its target to become grabbed or restrained, each target in the area is instead slowed until the end of their next turn.

9th-Level Weapon Enhancements

Enhancement Item Prerequisite Project Source Language
Chilling III The weapon must be dipped in the Glacial Forge in the coldest depths of Hell Yllyric
Disrupting III Wrappings from a mummy buried at least a century ago Anjali
Draining The intact, still-thinking brain of a voiceless talker Voll
Imprisoning A chain once used to restrain an angel Anjali
Nova A piece of metal touched by a sun Ullorvic
Terrifying III The central eye of an overmind Variac
Thundering III An oracle of storms must willingly bless the weapon with lightning while it is being wielded, and its wielder must survive this trial Low Kuric
Vengeance III The true name of a devil who hunts other devils Kalliak
Windcutting A feather from a bird, once thought extinct, who dwells at the eye of an ever-whirling tornado Yllyric
Source: Draw Steel: Heroes · printing 1.01b