Throw into a space to attack Elude with 2 + ET/3 d12 in a Burst 0 to deal 5 + ET/2 Necrotic damage and attack Endure with Injury d12 to cause Tier 3 + ET Sickened.
Lock 1 physical Element. Damage from this object becomes the Locked Element. If you did not meld this Inlay, while touching this object, take 1 + ET Continuing Flowing Damage of the Locked type.
Throw into a space to attack Elude with 1 + ET/2 d12 in a Burst 1 to deal 4 + ET Fire damage and attack Zeal with Injury d12 to cause Tier 1 + ET/2 Burning.
If all pages in this journal are used, a new page appears in the back.
1 Resolve: This attunes to another Gripped Mage's Journals unless it is already attuned to 6 Mage's Journal or remove all attuned Mage's Journals.
1 Energy: Mentally choose a page from this journal and an attuned journal. If the chosen attuned journal exists, the chosen page tears out and rolls up, then begins phasing and flies towards the chosen journal at 10 + ET x 10 miles per hour. If it reaches the journal, it connects into that journal as the last page. If at any time the page is unable to move forward, the page instantly dissipates into nothing.
If this would deal Ailment damage, instead remove an equal number of Tiers of the Ailment. If this would reduce an Ailment, instead deal an equal amount of damage of the Ailment.
Only affects creatures that have a Fae Species. At onset and after each minute while in contact, attack Endure with 1d12 to deal 1 Necrotic damage and cause Tier 1 Dazzled, Sickened, and Unsteady. If their Primary Species is Fae, gain +1d12 on the attack. If Exposed by Injury, Inhaled, or Ingested, double the attack dice and effect and attack each minute for 6 minutes.
The creature has waves of pain and spreading black vein like lines on the skin and eyes. Tier 2.
At onset and each round for 6 rounds, attack Nature with 6d12 to deal 4 Necrotic damage. Cause Wounded Tier equal to Injury to the exposed part. If no part was targeted, roll for a part.
The flesh blackens and dies spreading from the injury site. Tier 1.
Cannot be exposed again for 4 hours. At onset and each 5 minutes for 6 hours, attack Magic with 5d12 to increase the DL to Manifest magical abilities by 1. After this effect is over, reduce the penalty by 1 after each 5 minute.
The creature has mild disorientation and headache. Tier 7.
At onset and each minute for 6 minutes, attack Endure with 2d12 to deal 1 Body damage. When total Injury from this becomes enough to cause a Serious Injury, it does by using the total Injury. Further Injury from this causes Tier 1 Wounded to the same part.
The injection site becomes red and swollen and the tissue begins to dissolve. Tier 2.
Any object can be used as a weapon, though it breaks easily and suffers -1 on attack rolls. After each attack, the weapon takes the same damage. Increase damage by Bulk. The Strike Type is based on the object and determined by the Soulweaver.
You can attack with this as a ranged weapon with 4 range. On success, a spine lodges in the target dealing 1 Trauma damage at the start of each of the their turns until it is removed.
1 Resolve: This small skull of a Shifter takes on the form of a specified non-magical non-improvised weapon or tool sized for you to gain its damage, range, Strike Type, and Traits for 1 hour, even if not Gripped or Focused on.
When this succeeds an attack against a creature, roll 2d12. Deal an amount of damage equal to one of the face value of your choice rolled of an Ailment matching the other face value rolled.
1 - Anosmatic.
2 - Deaf.
3 - Mute.
4 - Sickened.
5 - Trauma.
6 - Stiff.
7 - Slow.
8 - Blind.
9 - Dazzled.
10 - Clumsy.
11 - Unsteady.
12 - Weak.
Dry wood that holds a flame without taking damage from Burning for an hour and is consumed. Increases the 1 Tier in an Aura 2. Area value becomes 5 in an enclosed area.
If worn, activate as a reaction while falling to fall only 25 spaces per round and not take damage from Colliding with the ground from the fall. You are moved in the direction of the wind each round a number of spaces equal to the wind Tier. Cannot be used again until repacked. It takes 12 minutes to repack.
Rope that spans 10 spaces. Can be broken by a single attack from any Chopping damage. Can support 2,000 Bulk. Can be used as a Tier 1 melee weapon with Grab. If Dropped, the rope becomes the Holder.
A small, sturdy glass container that can hold 1 ounce of liquid. Does not take Collision damage from being Tossed or Dropped. Can be used as a Tier 2 physical Lightweight ranged weapon with 3 range. When used in this way, it is destroyed.
Magical gems set into the wall often as part of artwork burst with flames when a creature attempts to pass down a hall that unless they carry an enchanted stone that can only be made by the trap maker and marks one as authorized. While the flames will be emitted when halfway down the hall, they fill the entire hallway, often catching whole parties. Deal 10 fire damage and attack Nimble with DL d12. On success, cause tier 4 Burning.
This giant round boulder rolls from the ceiling and down a long passageway at a rate of 10 spaces per round when a creature steps on a set pressure plate. It will stop rolling at the entrance of the hallway, sealing off that direction. Any creature it contacts is harmed. Deal 20 bashing damage.
Attach a wire to a door that releases when the door is open attacking Elude of the creature that opens the door with DL d12. On success, deal 10 Bashing damage and knock the creature Prone.
A log or other massive object is suspended high in the air behind foliage. When a creature enters the space with a connected tripwire it releases to fall or swing into the intruder. Attack Elude with DL d12. On success, deal 9 Bashing damage and knock the creature Prone.
This looks like level ground to the untrained eye, but is a pit large enough to swallow several creatures as they pass through. When over 300 pounds is in the +2 sized area, attack Nimble with DL d12. On success, each creature falls into a 4 space deep spike pit and deal 10 Stabbing damage.
This locked chest is easy enough to open and no traps will be set off by opening it. When a creature reaches in and tries to remove any object, the chest snaps shut, crushing their arm, and trapping them in place. Grab with DL d12 and deal 4 Stabbing damage.
A heavy crossbow is mounted to fire into a space that is set with a tripwire. Attack Elude of a creature that trips the wire with DL d12. On success, deal 8 Stabbing damage.
When a creature steps into the space, a metal bar snaps shut onto their foot. If the creature is not wearing footwear, attack Endure with DL d12. On success, the creature yelps out, reveling their presence. This also deals 1 Bashing damage to creatures size -6 or smaller.
A pile of slightly glowing embers sits until 1 round after a creature stops to inspect it. The pile explodes and attacks Endure of targets in a 2 range burst with DL d12. On success, deal 4 fire damage and cause tier 2 Burning.
Attack Nimble of any creature that enters the space. The trap shuts around a foot like a called shot. On success, deal 7 Stabbing damage, cause Tier 2 Trauma, and the creature cannot move as long as it is Held. Can be released as a Major Action.
If a creature that is not on an allowed list tries to pass through this magical gate, the stone of the floor forms spikes that shred the intruder's legs. Attack Nimble with DL d12. On success, deal 8 Bashing damage and maim their legs. On failure, deal 3 Bashing damage.
A mechanical trigger releases a concealed spring loaded wall of spikes that swings into the intruder. When a creature steps on the pressure plate, attack Elude with DL d12. Deal 15 Stabbing damage with Devastating.
These spikes are disguised as part of artwork in an embossed mural that spans 6 spaces across a wall. When a creature steps in front of the wall, pressure plates in the floor cause the spikes to spring out and attack Elude with DL d12. On success, deal 10 Stabbing damage.