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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
Source: Draw Steel: Heroes · printing 1.01b