Chapter 6: Equipment
| Cost | |
| Countdown |
Weight and carrying capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
Weapons
Weapons deal damage! If you have mastery with a weapon, you can use its mastery property whenever you hit a creature with that weapon. Some weapons also have properties describing how they can, or need to, be used. All PCs have proficiency with simple weapons.
Unarmed and improvised attacks deal 1 damage.
Some weapons have special weapon properties—every property always applies to the weapon when wielded. All weapons also have a mastery property—if you gain weapon mastery of that weapon, you can use the mastery property.
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Club | 1d4 | - | agile | sap | 6g | light |
| Dagger | 1d4 | - | agile, precise, thrown, focus, assail | nick | 12g | light |
| Greatclub | 1d8 | - | two-handed | ring | 12g | 1 |
| Hammer | 1d4 | - | agile, thrown | nick | 20g | light |
| Handaxe | 1d4 | - | agile, thrown | pinpoint | 20g | light |
| Mace | 1d6 | - | - | sap | 18g | 1 |
| Quarterstaff | 1d4 | - | versatile | ring | 7g | 1 |
| Sickle | 1d4 | - | agile | nick | 16g | light |
| Spear | 1d6 | - | versatile, thrown | graze | 12g | light |
| Light Crossbow | 1d8 | 80' | two-handed, reload, precise | pinpoint | 50g | 1 |
| Shortbow | 1d6 | 80' | precise, two-handed | pinpoint | 50g | light |
| Secondary Weapons | ||||||
| Dagger | 1d4 | - | agile, precise, thrown, focus, assail | nick | 12g | light |
| Hammer | 1d4 | - | agile, thrown | nick | 20g | light |
| Handaxe | 1d4 | - | agile, thrown | pinpoint | 20g | light |
| Sling | 1d4 | 30' | agile, precise | pinpoint | 8g | 0 |
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Battleaxe | 1d8 | - | versatile | cleave | 20g | 1 |
| Flail | 1d8 | - | - | sap | 20g | light |
| Greataxe | 1d12 | - | heavy, two-handed | graze | 80g | 1 |
| Greatsword | 2d6 | - | heavy, two-handed | graze | 80g | 1 |
| Longsword | 1d8 | - | versatile | sap | 30g | light |
| Maul | 2d6 | - | heavy, two-handed | ring | 80g | 1 |
| Rapier | 1d8 | - | precise | pinpoint | 50g | light |
| Shortsword | 1d6 | - | agile | pinpoint | 20g | light |
| Whip | 1d4 | - | precise, reach | sap | 20g | light |
| Heavy Crossbow | 1d10 | 120' | precise, heavy, two-handed, reload | ring | 100g | 2 |
| Longbow | 1d8 | 150' | precise, heavy, two-handed | pinpoint | 100g | light |
| Secondary Weapons | ||||||
| Shortsword | 1d6 | - | agile | pinpoint | 20g | light |
| Whip | 1d4 | - | precise, reach | sap | 20g | light |
| Hand Crossbow | 1d6 | 30' | agile, reload | pinpoint | 150g | light |
| Weapon | Damage | Range | Properties | Mastery | ||
|---|---|---|---|---|---|---|
| Primary Weapons | ||||||
| Dagger | 1d4 | - | agile, precise, thrown, focus, assail | nick | 12g | light |
| Staff | 1d6 | - | two-handed, focus, expand | ring | 20g | 1 |
| Wand | 1d6 | 30' | reload, focus, span | pinpoint | 20g | light |
| Secondary Weapons | ||||||
| Dagger | 1d4 | - | agile, precise, thrown, focus, assail | nick | 12g | light |
| Orb | 1d4 | 30' | reload, agile, focus, extend | sap | 30g | light |
Weapon Properties
- Agile
Rewards quick strikes over brute force—can use
+CUNNING instead of+POWER for attack and damage rolls.If wielding two agile weapons and you hit a creature with your primary weapon, you can spend
1-fatigue to attack the same creature with your secondary weapon. This damage does not include your ability score.A ranged weapon with this property must use
+CUNNING for its attack and damage rolls.- Assail
Can be used as the normal weapon, or can Use Item and channel one of your cantrips. While channeled, the weapon takes on a magical appearance in line with the cantrip being used, you can cast spells with that cantrip at melee range, and you can substitute a base level cantrip for a weapon attack taking reactions. You can Use Item again to change your weapon back to its normal form or to another cantrip.
- Expand
Increase the size of a targeting charm by 5’ in one dimension.
- Extend
When you apply a condition with a spell through this focus, you can mark
1-fatigue per target to extend its duration by 1 round. You can choose how many targets to extend.- Focus
Can be used as a weapon focus—can use
+SPELL for attack and damage rolls.- Heavy
Requires
+POWER of 1 or greater to wield.- Piercing
Damage rolls with +n piercing ignore n of a creature’s AC.
- Precise
Rewards careful strikes over brute force—can use
+FOCUS instead of+POWER for attack and damage rolls.A ranged weapon with this property must use
+FOCUS for its attack and damage rolls.- Reach
Melee weapons only. Your reach with this weapon is increased by 5’.
- Reload
Takes extra effort to reload—it can only be fired once per turn.
- Simple
Basic weapons anyone can use.
- Span
When you attack a creature at range through this focus, increase the maximum distance by 10’.
- Thrown
Can be thrown. If thrown, it and has a range of 30’.
- Two-Handed
Unwieldy and must be used with two hands.
- Versatile
Can wield with one hand or two; if wielding with two, add +1 damage to damage rolls when used as a melee weapon. Can swap between one handed and two handed by using Use Item.
Weapon Mastery
- Cleave
When you strike with this weapon, mark
1-fatigue to deal half the damage you dealt to your target to another creature within the weapon’s reach.- Graze
When you strike with this weapon and miss, deal damage equal to the ability used to roll the attack.
- Nick
When you strike with this weapon, mark
2-fatigue to apply sundered.- Pinpoint
When you strike with this weapon, mark
1-fatigue on a hit to become prepared for your nextattack roll against that creature.- Ring
When you strike with this weapon, mark
2-fatigue on a hit to apply impaired.- Sap
When you strike with this weapon, mark
1-fatigue on a hit to apply weakened.
Foci
Foci allow you to channel your magic, letting you cast spells as a spellcaster. In order to cast spells, you must have at least one focus equipped. Each focus has a set of properties that affect your spellcasting when equipped. In addition to the foci below, any simple melee weapon can be used as a focus and have the assail property—a few common weapon foci are presented below. Some foci have weapon properties like two-handed and versatile—refer to those properties for definitions.
Foci Properties
Armor
Armor is your level of protection against incoming blows, and comes in three types: light armor, medium armor, and heavy armor. Light armor provides the least amount of protection, but it’s the easiest to wear—you add your full
Some armor is bulky enough that you need a minimum amount of
You can also equip a shield. Shields provide a bonus to your AC while wielding it. Unlike armor, shields are part of your loadout.
| Armor | AC | Type | Power | ||
|---|---|---|---|---|---|
| Leather Armor | 4 | light | 0 | 25g | 1 |
| Padded Armor | 4 | light | 0 | 15g | 1 |
| Studded Leather Armor | 5 | light | 0 | 75g | 2 |
| Hide Armor | 5 | medium | 0 | 60g | 2 |
| Breastplate | 6 | medium | 1 | 250g | 2 |
| Scale Mail | 6 | medium | 1 | 175g | 4 |
| Half Plate Armor | 7 | medium | 2 | 600g | 4 |
| Ring Mail | 8 | heavy | 2 | 150g | 4 |
| Splint Armor | 9 | heavy | 2 | 550g | 6 |
| Plate Armor | 10 | heavy | 3 | 2000g | 7 |
| Shield | +2 | shield | 0 | 20g | 1 |
Gear & Packs
Weapons and armor aren’t the only things you need to survive on your adventure, you need gear too! Gear can be broken down into four categories: adventuring gear, musical instruments, and tools.
- Adventuring Gear
- Gear and equipment an adventurer may need throughout their travels.
- Musical instruments
- A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the Get a Job downtime activity. Under some circumstances, a GM may let you use a musical instrument as a focus.
- Tools
- Let you Work on a Project that requires special tools when you’re not in a settlement that has a permanent workshop dedicated to the required craft.
Packs are specially priced collections of predefined adventuring gear (presented weights are approximates). When you start your adventure, you get 50 gold to spend on gear and packs.
Packs
Packs are specially priced collections of predefined adventuring gear (presented weights are approximates)
| pack | Description | ||
|---|---|---|---|
| Burglar's Pack | A backpack, a crowbar, ball bearings, a lockpicking kit, a hooded lantern, and a flask of oil. | 30g | light |
| Camping Pack | A backpack, a bedroll, a tent for basic shelter while traveling, a waterskin, a tinderbox, and 5 torches. | 35g | 2 |
| Diplomat's Pack | A chest, a set of fine clothes, and perfume. | 45g | 3 |
| Dungoneer's Pack | A backpack, a crowbar, a 10-foot pole, rope, a hooded lantern, a flask of oil, and caltrops. | 30g | 1 |
| Fisherman's Pack | A backpack, a 10-foot pole, a net, a tackle box with hooks and lures, 20 feet of string, and a tinderbox. | 20g | light |
| Jailer's Pack | A backpack, a lock with key, manacles, and a chain. | 45g | light |
| Writer's Pack | A backpack, a bottle of ink with pen, 2 bundles of parchment, a scroll case, and candles. | 20g | -2 |
Adventuring Gear
Gear and equipment an adventurer may need throughout their travels.
| gear | Description | ||
|---|---|---|---|
| Amulet | A medallion on a cord or chain. | 25g | 0 |
| Backpack | A satchel to hold goods up to 1-foot in any dimension. Increases | 4g | -2 |
| Ball Bearings | 1000 small metal balls. Scattering them on the ground makes a close range area difficult terrain | 4g | light |
| Bedroll | A warm place for one small or medium creature to sleep in | 10g | 1 |
| Bell | A small bell that can be heard from up to 60’ away | 2g | 0 |
| Belt | A leather or cloth belt. | 3g | 0 |
| Book | You can consult an accurate nonfiction book about a topic. If you know it’s relevant and read it, you become prepared to act on the knowledge you gained. If you don’t know if it’s relevant, make a Once you’ve read a book, you can’t learn anything new from it again. | 25g | light |
| Boots | A pair of sturdy boots. | 5g | light |
| Bottle | A small glass bottle with a stopper that can hold up to a pint of liquid. | 3g | light |
| Bracers | A pair of forearm guards. | 10g | light |
| Caltrops | Spread across a 10’ area—creatures that move through it make a | 4g | light |
| Candles | A pack of 5 sturdy beeswax candles. Illuminates a 10’ area with dim light when lit, and can burn for 2 hours | 2g | 0 |
| Chain | 10’ of metal chain. Chain can be used to restrain a creature | 15g | 1 |
| Chest | A wooden, with metal reinforcements, chest 4 foot wide, 3 foot deep, and 1 foot tall (when closed) with handles to carry. Can be locked. | 15g | 3 |
| Circlet | A slender metal band worn about the brow. | 50g | 0 |
| Climbing Kit | Mundane items for climbing vertical surfaces, like boot tips, gloves, pitons, and a harness. 5 uses. | 50g | 1 |
| Cloak | A plain cloak or mantle. | 5g | light |
| Clothes, fine | Fine clothes made from expensive fabric and adorned with expertly crafted detail or a ceremonial robe. | 30g | light |
| Clothes, traveler's | Basic clothing of a local traveller or a robe. | 6g | light |
| Crowbar | A metal crowbar, giving you +2 when trying to pry something open | 8g | 1 |
| Disguise Kit | Mirror, makeup, wigs, small rubbery prosthetic pieces, and costumes to make you look like someone else. While disguised, gain | 30g | light |
| Gloves | A pair of cloth or leather gloves. | 5g | 0 |
| Goggles | A pair of glass goggles in a fitted frame. | 25g | light |
| Hat | A simple hat. | 3g | 0 |
| Healing Kit | Herbs, tinctures, gauze, and other mundane items for stabilizing a dying creature. 10 uses. | 10g | light |
| Hoy Water | A flask of holy water can be used to coat a weapon, making it deal radiant damage for 1 minute, or thrown a short range, dealing 2d8 radiant damage to a fiend or undead on a miss on a cunning | 50g | light |
| Ink | 1-ounce bottle which provides enough ink to write about 500 pages | 15g | 0 |
| Lamp | Oil burning lamp that illuminates bright light within 10; and dim light within 30’ | 1g | light |
| Lantern, bullseye | Oil burning lantern that shed bright light in a 30’ long, 5’ wide line directly in front of you and dim light for a another 100’ further. | 20g | light |
| Lantern, hooded | Oil burning lantern that illuminates bright light in a 30’ area and dim light in an 80’. Hood can be lowered to shed dim light only in a 10’ area. | 10g | light |
| Lock | Locks come with keys. | 20g | light |
| Lockpicking Kit | A set of small files, a small handle-mounted mirror, narrow scissors, a small set of pliers, and lockpicks. When trying to pick a non-magical lock with a lockpicking kit, make a | 8g | 1 |
| Manacles | Metal bindings with a lock and key. When applied to a creature, they become restrained. Whenever they try to free themselves, they must make a | 15g | 1 |
| Necklace | A plain chain or pendant worn at the neck. | 25g | 0 |
| Net | When thrown on a creature, they become restrained | 8g | 1 |
| Oil | One flask of flammable oil, often used for lighting a lantern, enough for 5 uses. | 1g | light |
| Parchment | One sheet of parchment can hold about 250 handwritten words. Comes in packs of 5 | 1g | 0 |
| Perfume | Contains 10 doses of perfume. For 1 hour after applying, gain | 10g | 0 |
| Pole | 10 food long wooden pole | 2g | 1 |
| Quiver | A holder for arrows or bolts. Required for using bows and crossbows. | 2g | light |
| Ring | A plain metal band. | 25g | 0 |
| Rope | 50’ of hempen rope | 8g | 1 |
| Scroll Case | Holds up to 10 sheets of parchment | 2g | light |
| String | 10’ of string. | 1g | 0 |
| Supplies | Daily rations needed to survive | 5g | light |
| Tackle Box | A small wooden box of containing hooks and lures for fishing. | 4g | light |
| Tent | A basic shelter that can sleep 2 small or medium creatures | 20g | 2 |
| Tinderbox | A small container holding flint, fire steel, and tinder used to start a fire. | 2g | light |
| Torch | When lit it illuminates bright light within 30’ and dim light within 80’, burning for 1 hour. Can be used as a club, dealing fire damage. Pack of 5. | 2g | light |
| Wand (Common) | A wand holding a fixed common spell, usable by anyone for | 1500g | light |
| Wand (Rare) | A wand holding a fixed rare spell, usable by anyone for | 7500g | light |
| Wanderer's Pack | A well-worn pack of useful miscellany. When you use Retrieve Item from it, you can pull out a mundane item useful for your current situation, working with your GM on what it is. Only a character with the Wanderer heritage can use the pack this way. | 0g | 1 |
| Waterskin | A watertight container that can hold 2 days worth of water ( | 2g | 1 |
Musical Instruments
A tool to play music. If you have a talent that would give you proficiency with a musical instrument, you can typically earn extra gold when you perform with one when you use the
| instrument | Description | ||
|---|---|---|---|
| Bagpipes | Musical instrument | 30g | 1 |
| Drum | Musical instrument | 12g | light |
| Flute | Musical instrument | 6g | light |
| Horn | Musical instrument | 12g | light |
| Lute | Musical instrument | 35g | light |
| Lyre | Musical instrument | 30g | light |
| Viol | Musical instrument | 30g | light |
Tools
Let you
| tool | Description | ||
|---|---|---|---|
| Alchemist's Tools | A portable set of tools to make potions | 100g | 1 |
| Blacksmith's Tools | A portable set of tools for working with metal. | 40g | 2 |
| Brewer's Tools | A portable set of tools for brewing alcohol and checking a liquid’s contents. | 40g | 1 |
| Carpenter's Tools | A portable set of tools for working with wood | 24g | 1 |
| Cook's Tools | A portable set of tools and dried spices for cooking. Includes a dagger and a small cast iron dutch oven. | 10g | 2 |
| Drafter's Tools | A portable set of tools for making precise drawings and estimating distances and position | 30g | 1 |
| Glassblower's Tools | A portable set of tools for working with glass | 60g | 1 |
| Herbalism Kit | A kit of cutting tools, pouches, and a mortar and pestle for identifying and preparing herbal remedies. | 25g | 1 |
| Jeweler's Tools | A portable set of tools to make and repair jewelry and assess gems | 50g | light |
| Leatherworker's Tools | A portable set of tools to tan, cut, and work leather and hide | 10g | 1 |
| Mason's Tools | A portable set of tools for chiseling and working with stone | 20g | 1 |
| Potter's Tools | A portable set of tools for working with, throwing, and baking ceramics. | 20g | 1 |
| Tinkerer's Tools | A portable set of tools for working on small, intricate items | 100g | 1 |
| Weaver's Tools | A portable set of tools to weave and repair cloth | 6g | 1 |
Potions, Spell Scrolls, and Wands
Potions, spell scrolls, and wands are all containers for magic. A potion or wand lets anyone trigger the magic stored within; a spell scroll is a caster’s tool. A potion or wand is a fixed spell—when its spell calls for a casting modifier (
Each is common unless the cantrip or charm bound into it is rare, in which case it’s rare—a spell’s power is paid in the
| Item | Rarity | |
|---|---|---|
| Spell Scroll | Common | 300g |
| Spell Scroll | Rare | 1500g |
| Potion | Common | 400g |
| Potion | Rare | 2000g |
| Wand | Common | 1500g |
| Wand | Rare | 7500g |
Potions
A potion holds a spell that targets the drinker or emanates from them. Anyone can use a potion with the Use Item action—you mark the spell’s
You can also throw a potion, treating the creature it strikes—or the point it bursts on, as the consumer or spell’s origin. If it’s a willing ally, they can choose to have the potion activate when it hits them. Otherwise, make a ranged attack: if the contained spell normally requires a save, treat a strong hit as a missed save and vice versa, otherwise treat the ranged attack as the spell’s attack. On a miss, the potion shatters, wasted.
Rituals cannot be stored in potions, and any material component that has a cost must be paid as part of crafting the potion.
Spell Scrolls
A spell scroll holds a cantrip, a charm, or a cantrip-and-charm combination. You must have a spellcasting feat to use one—to anyone else, the instructions are just ink.
You can cast a scroll’s cantrip or combination as written, or, if it holds a charm, apply that charm to a cantrip you have prepared that the charm can affect—a prepared Fire Bolt and a scroll holding a haste charm together cast one hasted Fire Bolt. Pay the spell’s
Because a scroll’s instructions are legible and durable, a spellcaster can study one to copy or learn its cantrip or charm without using it up.
Wands
A wand holds a cantrip, a charm, or a cantrip-and-charm combination—any spell, like a scroll, not only self-targeting ones—and anyone can use it, no spellcasting feat needed.
Activating a wand costs a fixed 2 AP (you trade the spell’s gestures for channeling it through the wand) plus the spell’s
(A Wand of [Spell] is a distinct item from the plain wand focus a spellcaster channels their own spells through.)
Healing Potions
Healing potions aren’t magic—they’re potent herbal remedies brewed with a herbalism kit, meant for quick healing outside of a rest. They come in three forms, all with a
| Potion | Healing | |
|---|---|---|
| Health Potion | 50g | |
| Greater Health Potion | 150g | |
| Potion of Invigoration | 1000g |
Upgrading Equipment
As you adventure, you’ll want to upgrade your gear to be able to take on tougher and tougher foes. There are upgrades you can make to your equipment: you can plate a weapon with silver, you can improve it with mithril, you can refine it into a masterwork item, and you can enhance it with runes and seals.
Silvered Weapons
A weapon can be plated or alloyed with silver by any blacksmith. Attacks with a silvered weapon ignore a creature’s resistance to physical damage. Ammunition is silvered in batches of 20.
Silvering a weapon costs a flat 100g and is permanent.
Mithril Equipment
While Mithril comes in many forms, at its core it’s a material that’s been seeped in magic, resulting in an incredibly strong and light material. Any mithril item—a weapon, armor, focus, or a wondrous item like a cloak or ring—gains 1 rune slot and has its
Working with mithril is as easy as working with common materials, so an item’s countdown is unchanged—but the material is rare and a spoiled piece is costly to replace, so mithril equipment is priced well above its raw stock. Its purchase price is the cost of its mithril material times 2½ for a simple item, 3 for a normal one, or 3½ for a complex one. To craft mithril equipment yourself, replace all of its materials with mithril, keeping the same amount.
Masterwork Equipment
Masterwork equipment is the pinnacle of craftsmanship—perfectly fit and balanced, finely decorated, and of the highest quality. All masterwork equipment at their core are made of mithril, so they gain all the benefits of mithril equipment. Additionally, they all gain 1 seal slot; weapons and foci also gain
The attention to detail required to create masterwork equipment requires a significant time investment, and its cost shows. Masterwork equipment costs twice as much as its mithril equivalent, and if you wanted to craft it on your own, its countdown would be doubled (but the material amount would remain the same). You can only attempt to make masterwork equipment yourself if you have expertise in the talent that lets you craft.
Runes & Seals
Runes and seals are magical enhancements set into a slot on an item—any item, including wondrous gear. Runes generally modify an item’s existing properties, whereas seals generally add new ones. Runes and seals are not permanent—if you have a talent that lets you craft the kind of item it’s attached to, you can remove them intact and replace them as a countdown 1 project per item. Some items you find in the wild may have runes or seals on them and aren’t mithril or masterwork equipment—while you can remove the runes and seals from these items, you can’t replace them once you do.
An item’s first rune slot comes from being mithril and its first seal slot from being masterwork. To add further slots, you imbue the item—a Complex crafting project, requiring expertise in the relevant craft, that grants one extra rune or seal slot. Each added slot of a kind is dearer than the last: the next rune slot needs (current rune slots + 1) × 2 mithril, the next seal slot (current seal slots + 1) × 2 fadeite. An item can hold at most 3 rune slots and 3 seal slots.
Runes
| Weapon | Armor | Focus | |
|---|---|---|---|
Acid Rune | |||
| Deals acid damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to acid damage | Spells you cast that deal acid damage deal extra damage equal to your | 750g |
Cold Rune | |||
| Deals cold damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to cold damage | Spells you cast that deal cold damage deal extra damage equal to your | 750g |
Fire Rune | |||
| Deals fire damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to fire damage | Spells you cast that deal fire damage deal extra damage equal to your | 750g |
Force Rune | |||
| Deals force damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to force damage | Spells you cast that deal force damage deal extra damage equal to your | 750g |
Lightning Rune | |||
| Deals lightning damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to lightning damage | Spells you cast that deal lightning damage deal extra damage equal to your | 750g |
Necrotic Rune | |||
| Deals necrotic damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to necrotic damage | Spells you cast that deal necrotic damage deal extra damage equal to your | 750g |
Poison Rune | |||
| Deals poison damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to poison damage | Spells you cast that deal poison damage deal extra damage equal to your | 750g |
Radiant Rune | |||
| Deals radiant damage instead of physical damage, and deal 1d6 additional damage. | Gains resistance to radiant damage | Spells you cast that deal radiant damage deal extra damage equal to your | 750g |
Silent Rune | |||
| - | You ignore this armor's Stealth disadvantage. | - | 600g |
Folding Rune | |||
| 1800g | |||
Stalwart Rune | |||
| - | A critical hit against you while you wear this armor is reduced to a normal hit. | - | 3000g |
Vicious Rune | |||
| On a hit, add 2 of this weapon's damage dice (a 1d8 weapon deals 3d8, a 2d6 weapon 4d6). | - | On a hit with a spell, add 2 of the spell's damage dice. | 6000g |
Seals
| Weapon | Armor | Focus | |
|---|---|---|---|
Adept Seal | |||
| Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item. | Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item. | Choose a weapon or weapon category when this seal is set. You are proficient with it while you wear or wield this item. | 1250g |
Bloodthirsty Seal | |||
| Take 1 physical damage to inflict +2 damage that ignores armor. | Take 2 additional damage that ignores armor when hit by enemy in close range; they take 4 physical damage that also ignores armor in return. | Take 1 physical damage to inflict +2 damage that ignores armor. | 2000g |
Empowering Seal | |||
| Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower. | Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower. | Choose an ability when this seal is set. It sets your bonus in that ability to +2 if it is lower. | 1250g |
Enspelled Seal | |||
| Stores a cantrip, charm, or combination. Anyone can use it for | Stores a cantrip, charm, or combination. Anyone can use it for | Stores a cantrip, charm, or combination. Anyone can use it for | 1750g |
Potent Seal | |||
| 4000g | |||
Seeking Seal | |||
| +1 to attack rolls | - | +1 to attack rolls and spell save DCs | 4000g |
Slayer Seal | |||
| Choose a creature type when this seal is set. You deal an extra 2d6 damage to creatures of that type. | Choose a creature type when this seal is set. You have resistance to damage dealt by creatures of that type. | Choose a creature type when this seal is set. Your spells deal an extra 2d6 damage to creatures of that type. | 3000g |
Vigilant Seal | |||
| You have advantage on initiative and can't be surprised. | You have advantage on initiative and can't be surprised. | You have advantage on initiative and can't be surprised. | 2000g |
Animate Seal | |||
| Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free. | Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free. | Use Item to activate—the item hovers beside you for 1 minute. While it hovers, you can use it and gain its benefits as if you were holding it, leaving your hands free. | 6000g |
Bulwark Seal | |||
| Choose a damage type or a condition when this seal is set. You are immune to it. | Choose a damage type or a condition when this seal is set. You are immune to it. | Choose a damage type or a condition when this seal is set. You are immune to it. | 8000g |
Deflecting Seal | |||
| - | When you're hit by a ranged attack, you can use your reaction to gain | - | 8000g |
Greater Empowering Seal | |||
| Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower. | Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower. | Choose an ability when this seal is set. It sets your bonus in that ability to +4 if it is lower. | 8000g |
Mirage Seal | |||
| Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn. | Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn. | Attacks against you have disadvantage. When you take damage, this lapses until the start of your next turn. | 6000g |
Prismatic Seal | |||
| Damage bypasses armor | Gains resistance to the last damage hit by | Damage bypasses armor | 26500g |
Seal of the Bull | |||
| - | +1 | - | 18000g |
Seal of the Fox | |||
| - | +1 | - | 18000g |
Seal of the Owl | |||
| - | +1 | - | 18000g |
Seal of the Rabbit | |||
| - | +1 | - | 18000g |
Vorpal Seal | |||
| On a critical hit with this slashing weapon, the target makes a POWER | - | - | 23000g |
Warding Seal | |||
| - | You have advantage on saving throws against spells, and spell attacks against you are made at disadvantage. | You have advantage on saving throws against spells, including saves to maintain concentration. | 10000g |
Wounding Seal | |||
| On a hit, the target suffers a bleeding wound, taking | - | On a hit with a spell, the target suffers a bleeding wound, taking | 8000g |
Attunement
Some magic asks to be bonded before it works. You can be attuned to a number of magic items at once equal to your Prowess (2 at Journeyman, up to 5 at Legendary). Attune to, or release, your items during your
Attunement is required by:
- Any item bearing one or more runes or seals—the whole item is a single attunement, however many it holds.
- Wondrous items marked Attunement in their entry—the ones granting a strong
ongoing benefit.
Everything else is yours to use freely: most wondrous items (including passive grants like darkvision goggles), consumables, and one-time items like the Tomes.
This is the second of two brakes on stacked magic: the three-rune / three-seal slot cap limits power within a single item, and attunement limits how many magic items work at once.
Wondrous Items
Wondrous items are bespoke magical objects—made, not enchanted onto ordinary gear. Each is built from its own recipe, and its rarity reflects how readily it turns up, not what it’s made of. Anyone can use one.
Amulet of Proof against Detection and Location
While you wear it, you can't be targeted by divination magic or perceived through magical scrying or location, and creatures can't read your thoughts by magic.
Bag of Devouring
A cursed bag that looks and acts like a bag of holding, but its interior is the maw of an otherworldly creature. Objects placed inside are devoured over a few minutes. A creature pulled or climbing inside makes a POWER save or is drawn into the Fade and consumed; on a success it escapes back out. Reaching in to retrieve something risks the same.
Bag of Holding
Holds up to
Bead of Nourishment
Eat it (a Use Item action) to gain a full day's food and water—even where you normally can't eat, drink, or breathe—and recover
Cordial Flask
On command (a Use Item action) the flask fills with a drinkable liquid of your choice—water, weak wine, vinegar, oil, honey, or beer—producing up to a few gallons over a day.
Decanter of Endless Water
A Use Item action pours water, fresh or salt, in one of three streams: a trickle (1 gallon per round), a gush (5 gallons as an action), or an aimed geyser (30 gallons per round). A creature struck by the geyser makes a POWER save—on a miss it is shoved 10 feet and knocked prone, on a weak hit shoved 5 feet, on a strong hit unmoved.
Dimensional Shackles
Locked onto a creature (it must be willing or restrained), the shackles prevent it from teleporting or traveling to or through other planes, the Fade, or extradimensional spaces. They open with their key or a Cunning check to pick.
Driftglobe
When activated, hovers in place. Whoever activated it can It answers five spoken commands, each costing
Dust of Sneezing and Choking
Thrown or flung into the air, the dust bursts in a 30-foot radius. Each creature there makes a POWER save or is Stunned by uncontrollable sneezing and choking, repeating the save at the end of each of its turns to end it. Single use.
Eversmoking Bottle
Open the stopper (a Use Item action) and the bottle pours out thick smoke that heavily obscures a 60-foot radius, spreading 10 feet further each round, until you stopper it again (also a Use Item action). A strong wind disperses it.
Folding Boat
A box the size of a brick that, on command, unfolds into a 10-foot rowboat or a 24-foot keelboat, and folds back to a box at a word.
Gloves of Swimming and Climbing
While you wear these, you have a
Gloves of Thievery
While you wear these—and they're invisible on your hands—you have advantage on ability checks to pick locks and pockets and to disarm traps.
Goggles of Night
While you wear these, you have darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.
Handy Haversack
A central pocket holds up to
Immovable Rod
Press the button and the rod fixes in place in midair, bearing up to
Instant Fortress
A small cube that, on command, grows into a square stone tower 20 feet on a side with a single door that opens only at your word; it shrinks back to a cube on command, refusing to close on anything larger than it can hold.
Pearl of Power
Use Item once per day to recover
Periapt of Health
Use Item once per day to regain 2d4
Periapt of Proof against Poison
While you wear it, you are immune to the Poisoned condition and to poison damage.
Periapt of Wound Closure
While you wear it, you have advantage on death saves, and you double the HP you regain from any rest or recovery die.
Portable Hole
A folded cloth that unfurls into a 10-foot-deep, 6-foot-wide extradimensional pit; fold the cloth to close it, sealing anything inside. A closed hole holds 1 hour of air divided among the creatures within. A creature can climb out of an open hole with an Athletics check. Placing it inside another extradimensional space ruptures both, opening a one-way gate to the Fade that pulls everything within 10 feet through.
Ring of the Ram
3 charges, regaining 1d3 at your
Robe of Eyes
While you wear this, you see in all directions: advantage on Perception checks that rely on sight, and you can't be surprised by anything you can see. You also have darkvision and truesight out to 120 feet. A bright-light effect cast on the robe, or sudden daylight, blinds it—and you—for 1 minute.
Robe of Useful Items
Covered in cloth patches that each peel off to become a real object: it always bears a lantern, a dagger, a mirror, a pole, a coil of rope, and a sack, plus a handful of stranger patches (a ladder, a chest, a window, a rowboat, a pit) chosen by the GM. Once a patch is used, it is gone.
Rope of Climbing
60 feet of rope that obeys a spoken command (a Use Item action): it climbs and anchors itself to a point you name, knots or unknots at 1-foot intervals, or holds fast up to
Slippers of Spider Climbing
While you wear these, you can move up, down, and across vertical surfaces and along ceilings with your hands free, with a
Tome of Bodily Might
Studied as a
Tome of Boundless Luck
Studied as a
Tome of Clear Thought
Studied as a
Tome of Deft Cunning
Studied as a
The Deck of Luck and Loss
A legendary deck of fate, found in a box or pouch, its cards cut from ivory or vellum. Most such decks hold thirteen cards; some
Before you draw, you must declare how many cards you intend to draw, then draw them at random; any cards drawn beyond that number have no effect. Otherwise, the moment a card is drawn its magic takes hold, and you must draw each card within an hour of the last. If you fail to draw your declared number, the rest fly from the deck on their own and take effect at once. Once drawn, a card vanishes—except the Fool and the Jester, which return to the deck and so can be drawn twice.
| Card | 13-card (d100) | 22-card (d100) |
|---|---|---|
| Balance | — | 01–05 |
| Comet | — | 06–10 |
| Donjon | — | 11–14 |
| Euryale | 01–08 | 15–18 |
| Fates | — | 19–23 |
| Flames | 09–16 | 24–27 |
| Fool | — | 28–31 |
| Gem | — | 32–36 |
| Jester | 17–24 | 37–41 |
| Key | 25–32 | 42–46 |
| Knight | 33–40 | 47–51 |
| Moon | 41–48 | 52–56 |
| Puzzle | — | 57–60 |
| Rogue | 49–56 | 61–64 |
| Ruin | 57–64 | 65–68 |
| Sage | — | 69–73 |
| Skull | 65–72 | 74–77 |
| Star | 73–80 | 78–82 |
| Sun | 81–88 | 83–87 |
| Talons | — | 88–91 |
| Throne | 89–96 | 92–96 |
| Void | 97–00 | 97–00 |
- Balance
Increase one of your abilities by +1 (to a maximum of +10) and decrease another by −1; or leave them unchanged, in which case this card does nothing.
- Comet
The next time you enter combat against hostile creatures, you may name one as your foe. If you bring that foe to
0 HP during the fight, you have advantage on saves to cheat death for a year. If you name no foe, or someone else fells it, this card does nothing.- Donjon
You vanish, entombed in suspended animation in an extradimensional cell. Everything you wear and carry stays behind, save artifacts. You remain imprisoned until found and freed; no divination can locate you, though Wish reveals your prison. You draw no more cards.
- Euryale
A petrifying curse settles on you: you take a −2 penalty to all saves. Only a deity or the Fates card can lift it.
- Fates
Reality’s weave unravels and re-knits. You may avoid or erase one event as though it never happened—when you draw the card, or any later time before you die.
- Flames
A powerful fiend becomes your sworn enemy, savoring your suffering before it sets out to destroy you. The enmity lasts until one of you is dead.
- Fool
You have disadvantage on every roll for the next 72 hours. Draw another card; this draw does not count against your declared number.
- Gem
Treasure spills at your feet: twenty-five pieces of jewelry worth 2,000g each, or fifty gems worth 1,000g each.
- Jester
You have advantage on every roll for the next 72 hours—or you may instead draw two more cards beyond your declared number.
- Key
A rare or finer magic weapon you are proficient with appears in your hand.
- Knight
A loyal Knight appears in an open space within 30 feet and serves you faithfully until death.
- Moon
You gain 1d3 castings of the Wish charm, which you may cast with no
fatigue .- Puzzle
Your mind dulls: permanently reduce your FOCUS by 1 (to a minimum of −2). Draw one more card beyond your declared number.
- Rogue
An NPC of the GM’s choice turns secretly hostile to you. You won’t know who until they—or someone else—reveal it; nothing short of Wish or divine intervention ends their hatred.
- Ruin
Every form of wealth you hold, save magic items, is lost—coin, gems, portable goods, and any business, building, or land you own slips away, along with any proof you ever owned it.
- Sage
Within the next year, you may pose one question and receive a truthful answer.
- Skull
An Avatar of Death (scaled by the GM to your tier) appears in the nearest open space and attacks only you. If an ally aids you against it, a second Avatar appears to attack that ally instead. Anyone an Avatar slays cannot be restored to life.
- Star
- Increase one of your abilities by +1, to a maximum of +10.
- Sun
A magic item of the GM’s choice appears in your hands, and each dawn until you die you wake with 10 temporary HP.
- Talons
Every magic item you wear or carry crumbles to nothing; artifacts in your possession vanish instead.
- Throne
You gain proficiency and expertise in a social or knowledge skill of your choice, and the rightful deed to a small keep—though monsters hold it now, and you must clear them out to claim it.
- Void
Your soul is torn from your body and bound into an object hidden by the GM. Your body falls inert—ceasing to age, needing no food, air, or water. Wish cannot return your soul, but reveals where it is held. You draw no more cards.
Crafting
Who buys stuff nowadays when making your own is so easy.
Crafting Material
As you adventure, in addition to picking up gear and weapons, you’ll pick up crafting material that can either be sold or used to create new equipment. Crafting material comes in two varieties: standard crafting material and rare crafting material.
| Material | ||
|---|---|---|
| Junk | 1g | light |
| Standard | ||
| Textile | 3g | light |
| Wood | 3g | light |
| Metal | 6g | 1 |
| Stone | 2g | 1 |
| Rare | ||
| Elementalis | 150g | light |
| Mithril | 200g | light |
| Fadeite | 400g | light |
Standard crafting material is fairly common to buy and sell—most towns and cities should have a store where you can buy them. Junk can generally be sold to general stores and taverns as well—think of it like rotten food, or silverware or plates.
Rare crafting material is harder to come by. You typically need a speciality vendor, and it typically sells for three times its value. There are three kinds of rare crafting material, Elementalis, Mithril, and Fadeite.
- Elementalis
- Usually the easiest to come by—think fire sacks from a red dragon or poison glands from a purple worm. The material hums with elemental essence that can be extracted to recreate elemental effects
- Mithril
- An unusually hard, light, and flexible material—think dragon bone or or wood from an ancient tree. Mithril is versatile enough that it can equally be spun into textiles or replace metal in buildings.
- Fadeite
- Fadeite is the most rare of the three. It’s usually a cutting or a piece of an item that’s been so deeply steeped in magic that it can bend the Fade itself—think a piece of a lich’s robes, the horn of a devil, or floorboard from a centuries old magical academy.
Time and Cost
To craft an item you either need to be under the instruction of an artisan of the kind of item you’re making (like a blacksmith), or have a background or proficiency in crafting it yourself (usually from a talent or a class). You also need the relevant tools on hand.
With those met, you craft by taking the work on a project downtime activity and making a
- Power
- Forge and stonework—blacksmith’s, mason’s, and carpenter’s tools.
- Focus
- Fine and technical work—jeweler’s, tinkerer’s, alchemist’s, glassblower’s, drafter’s, and brewer’s tools, and the herbalism kit.
- Cunning
- Quick, deft work—weaver’s, leatherworker’s, potter’s, and cook’s tools.
Every craftable item has a countdown (), the amount of work needed to finish it. Each time you work on the project, make the check and resolve it by tier:
| Result | Countdown | Material |
|---|---|---|
| Miss | — | ruin a unit |
| Weak hit | −1 | ruin a unit |
| Strong hit | −2 | — |
| Critical hit | −2 | save a unit |
To ruin a unit is to spoil one of the project’s materials—it’s wasted and must be replaced before the item can be finished. It can be any of them, including a lone rare reagent, so a fumble on costly stock stings. To save a unit is to finish needing one less; a save can never reduce a material to 0, so you always need at least one of each.
When you
An item’s countdown is the number of crafting materials it requires plus a value for its complexity:
- Simple (+1)
- Quick, simple work, like clubs, daggers, and other basic weapons, padded armor, and most household goods.
- Normal (+3)
- Skilled but routine work, like most martial weapons, bows, leather and mail armor, foci, tools, and instruments.
- Complex (+6)
- Exacting work, like the rapier, crossbows, breastplates and fitted plate, fine tools, locks, and bound books.
You need all of an item’s materials to finish it, and crafting consumes them.
Crafting with scraps. Some cheap goods need only a fraction of a material. Total the materials your project needs—across every item in it—then round each kind up to the next whole unit; that’s what it consumes. Crafting one such item on its own rounds its scrap up to a full unit, but batching several so their fractions add up to whole units wastes nothing. You don’t get anything until the project’s whole countdown is complete.
| Item | Material | Complexity | |
|---|---|---|---|
| weapons | |||
| Battleaxe | 1 wood, 1 metal | normal | 5 |
| Club | 1 wood | simple | 2 |
| Dagger | 1 metal | simple | 2 |
| Flail | 1 wood, 1 metal | normal | 5 |
| Greataxe | 1 textile, 1 wood, 2 metal | normal | 7 |
| Greatclub | 2 wood | simple | 3 |
| Greatsword | 1 textile, 3 metal | normal | 7 |
| Hammer | 1 wood, 1 metal | simple | 3 |
| Hand Crossbow | 1 textile, 1 wood, 2 metal | complex | 10 |
| Handaxe | 1 wood, 1 metal | simple | 3 |
| Heavy Crossbow | 1 textile, 2 wood, 2 metal | complex | 11 |
| Light Crossbow | 1 textile, 2 wood, 1 metal | complex | 10 |
| Longbow | 1 textile, 3 wood | normal | 7 |
| Longsword | 1 textile, 2 metal | normal | 6 |
| Mace | 1 wood, 1 metal | simple | 3 |
| Maul | 1 textile, 1 wood, 3 metal | normal | 8 |
| Orb | 2 stone | normal | 5 |
| Quarterstaff | 1 wood | simple | 2 |
| Rapier | 1 textile, 2 metal | complex | 9 |
| Shortbow | 1 textile, 2 wood | normal | 6 |
| Shortsword | 1 textile, 1 metal | normal | 5 |
| Sickle | 1 metal | simple | 2 |
| Sling | 1 textile | simple | 2 |
| Spear | 2 wood | simple | 3 |
| Staff | 2 wood | normal | 5 |
| Wand | 2 wood | normal | 5 |
| Whip | 2 textile | normal | 5 |
| armor | |||
| Breastplate | 1 textile, 4 metal | complex | 11 |
| Half Plate Armor | 2 textile, 8 metal | complex | 16 |
| Hide Armor | 4 textile | normal | 7 |
| Leather Armor | 4 textile | normal | 7 |
| Padded Armor | 2 textile | simple | 3 |
| Plate Armor | 3 textile, 16 metal | complex | 25 |
| Ring Mail | 1 textile, 3 metal | normal | 7 |
| Scale Mail | 1 textile, 3 metal | complex | 10 |
| Shield | 2 wood, 1 metal | simple | 4 |
| Splint Armor | 1 textile, 7 metal | complex | 14 |
| Studded Leather Armor | 3 textile, 1 metal | normal | 7 |
| gear | |||
| Alchemist's Tools | 1 metal, 1 stone | complex | 8 |
| Amulet | 0.5 metal | simple | 2 |
| Backpack | 1 textile | simple | 2 |
| Bagpipes | 2 textile, 1 wood | complex | 9 |
| Ball Bearings | 0.5 metal | simple | 2 |
| Bedroll | 1 textile | simple | 2 |
| Bell | 0.25 metal | simple | 2 |
| Belt | 1 textile | simple | 2 |
| Blacksmith's Tools | 3 metal | normal | 6 |
| Book | 2 textile | complex | 8 |
| Boots | 1 textile | simple | 2 |
| Bottle | 1 stone | normal | 4 |
| Bracers | 1 metal | simple | 2 |
| Brewer's Tools | 2 wood, 1 metal | normal | 6 |
| Caltrops | 0.5 metal | simple | 2 |
| Candles | 0.5 textile | simple | 2 |
| Carpenter's Tools | 2 metal | normal | 5 |
| Chain | 2 metal | normal | 5 |
| Chest | 2 wood, 1 metal | normal | 6 |
| Circlet | 1 metal | simple | 2 |
| Climbing Kit | 2 textile, 1 metal | normal | 6 |
| Cloak | 1 textile | simple | 2 |
| Clothes, fine | 3 textile | complex | 9 |
| Clothes, traveler's | 1 textile | simple | 2 |
| Cook's Tools | 1 metal | normal | 4 |
| Crowbar | 1 metal | normal | 4 |
| Disguise Kit | 2 textile | complex | 8 |
| Drafter's Tools | 1 wood, 1 metal | complex | 8 |
| Drum | 1 textile, 1 wood | normal | 5 |
| Flute | 1 wood | normal | 4 |
| Glassblower's Tools | 1 wood, 2 metal | complex | 9 |
| Gloves | 1 textile | simple | 2 |
| Goggles | 1 stone | simple | 2 |
| Hat | 1 textile | simple | 2 |
| Healing Kit | 1 textile | normal | 4 |
| Herbalism Kit | 1 textile, 1 metal | normal | 5 |
| Horn | 1 metal | normal | 4 |
| Jeweler's Tools | 2 metal | complex | 8 |
| Lamp | 0.25 stone | simple | 2 |
| Lantern, bullseye | 1 metal, 1 stone | complex | 8 |
| Lantern, hooded | 1 metal | normal | 4 |
| Leatherworker's Tools | 1 metal | normal | 4 |
| Lock | 2 metal | complex | 8 |
| Lockpicking Kit | 1 metal | complex | 7 |
| Lute | 1 textile, 2 wood | complex | 9 |
| Lyre | 1 textile, 2 wood | complex | 9 |
| Manacles | 2 metal | normal | 5 |
| Mason's Tools | 1 wood, 1 metal | normal | 5 |
| Necklace | 0.5 metal | simple | 2 |
| Net | 2 textile | normal | 5 |
| Parchment | 0.25 textile | simple | 2 |
| Pole | 0.5 wood | simple | 2 |
| Potter's Tools | 1 wood, 1 metal | normal | 5 |
| Quiver | 0.5 textile | simple | 2 |
| Ring | 0.5 metal | simple | 2 |
| Rope | 2 textile | normal | 5 |
| Scroll Case | 0.5 wood | simple | 2 |
| String | 0.25 textile | simple | 2 |
| Tackle Box | 1 wood | simple | 2 |
| Tent | 4 textile | normal | 7 |
| Tinderbox | 0.25 metal | simple | 2 |
| Tinkerer's Tools | 1 wood, 3 metal | complex | 10 |
| Torch | 0.5 wood | simple | 2 |
| Viol | 1 textile, 2 wood | complex | 9 |
| Wand (Common) | 1 wood, 1 metal, 1 elementalis | complex | 9 |
| Wand (Rare) | 1 wood, 1 metal, 1 fadeite | complex | 9 |
| Wanderer's Pack | 1 textile | simple | 2 |
| Waterskin | 0.5 textile | simple | 2 |
| Weaver's Tools | 1 wood | normal | 4 |
| consumables | |||
| Greater Health Potion | 2 wood, 1 stone | normal | 6 |
| Health Potion | 1 wood, 1 stone | simple | 3 |
| Potion (Common) | 1 stone, 1 elementalis | normal | 5 |
| Potion (Rare) | 1 stone, 1 fadeite | complex | 8 |
| Potion of Invigoration | 4 wood, 1 stone, 1 elementalis | complex | 12 |
| Spell Scroll (Common) | 1 textile, 1 elementalis | normal | 5 |
| Spell Scroll (Rare) | 1 textile, 1 fadeite | complex | 8 |
| runes | |||
| Acid Rune | 2 elementalis, 1 mithril | - | 9 |
| Cold Rune | 2 elementalis, 1 mithril | - | 9 |
| Fire Rune | 2 elementalis, 1 mithril | - | 9 |
| Folding Rune | 3 mithril | - | 9 |
| Force Rune | 2 elementalis, 1 mithril | - | 9 |
| Lightning Rune | 2 elementalis, 1 mithril | - | 9 |
| Necrotic Rune | 2 elementalis, 1 mithril | - | 9 |
| Poison Rune | 2 elementalis, 1 mithril | - | 9 |
| Radiant Rune | 2 elementalis, 1 mithril | - | 9 |
| Silent Rune | 2 mithril | - | 8 |
| Stalwart Rune | 3 mithril, 1 fadeite | - | 10 |
| Vicious Rune | 2 mithril, 4 fadeite | - | 12 |
| seals | |||
| Adept Seal | 2 elementalis, 1 mithril | - | 9 |
| Animate Seal | 2 mithril, 2 fadeite | - | 10 |
| Bloodthirsty Seal | 2 mithril, 1 fadeite | - | 9 |
| Bulwark Seal | 2 mithril, 3 fadeite | - | 11 |
| Deflecting Seal | 2 mithril, 3 fadeite | - | 11 |
| Empowering Seal | 2 elementalis, 1 mithril | - | 9 |
| Enspelled Seal | 2 elementalis, 2 mithril | - | 10 |
| Greater Empowering Seal | 2 mithril, 3 fadeite | - | 11 |
| Mirage Seal | 2 mithril, 2 fadeite | - | 10 |
| Potent Seal | 2 mithril, 3 fadeite | - | 11 |
| Prismatic Seal | 6 elementalis, 2 mithril, 10 fadeite | - | 24 |
| Seal of the Bull | 2 mithril, 8 fadeite | - | 16 |
| Seal of the Fox | 2 mithril, 8 fadeite | - | 16 |
| Seal of the Owl | 2 mithril, 8 fadeite | - | 16 |
| Seal of the Rabbit | 2 mithril, 8 fadeite | - | 16 |
| Seeking Seal | 2 mithril, 3 fadeite | - | 11 |
| Slayer Seal | 2 mithril, 2 fadeite | - | 10 |
| Vigilant Seal | 2 mithril, 1 fadeite | - | 9 |
| Vorpal Seal | 3 mithril, 10 fadeite | - | 19 |
| Warding Seal | 2 mithril, 4 fadeite | - | 12 |
| Wounding Seal | 2 mithril, 3 fadeite | - | 11 |