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The Book of Secrets Artifice & Ritual Magic 8/20/2019
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Page 1: The Book of Secrets - Mythic RealmsThe Ritual Magic Skill and the seven different Artifice Skills are advanced paths which allow highly experienced characters to continue to develop

The Book of Secrets

Artifice & Ritual Magic

8/20/2019

Page 2: The Book of Secrets - Mythic RealmsThe Ritual Magic Skill and the seven different Artifice Skills are advanced paths which allow highly experienced characters to continue to develop

1

2016 Artifice & Ritual Magic

Contents Fundamentals of Artifice & Ritual Magic ...................................................................................................... 4

Acquiring Infusions, Formulas, & Ritual Spells .......................................................................................... 4

Proficiency Rolls ........................................................................................................................................ 5

Proficiency Roll Bonuses – Five Types ................................................................................................... 5

Research Rolls ....................................................................................................................................... 6

Diagrams ................................................................................................................................................... 8

Types of Infusions, Formulas, & Ritual Spells ........................................................................................... 9

Common (©) - Infusions/Formulas/Ritual Spells ...................................................................................... 9

Rare () - Infusions/Formulas/Ritual Spells ............................................................................................. 9

Elusive () - Infusions/Formulas/Ritual Spells ....................................................................................... 9

Strenuous () - Infusions/Formulas/Ritual Spells .................................................................................... 9

Skill Reservoirs for Artifice & Ritual Magic ............................................................................................. 10

Artifice ......................................................................................................................................................... 11

Artifice Formulas ......................................................................................................................................... 12

Artifice Expertise ..................................................................................................................................... 13

Expertise – Becoming Proficient with Common Formulas ................................................................. 13

Expertise – Becoming Proficient with Rare Formulas ......................................................................... 13

Expertise – Becoming Proficient with Elusive Formulas ..................................................................... 14

Artifice Schema ....................................................................................................................................... 14

Artifice Infusions ......................................................................................................................................... 15

Infusion Power ........................................................................................................................................ 15

Performing Infusions ............................................................................................................................... 15

Alchemy Artifice .......................................................................................................................................... 17

Level 1 ................................................................................................................................................. 17

Level 2 ................................................................................................................................................. 18

Level 3 ................................................................................................................................................. 18

Alchemy Artifice Formulas and Infusions ........................................................................................... 18

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Armor Smithing Artifice .............................................................................................................................. 34

Level 1 ................................................................................................................................................. 34

Level 2 ................................................................................................................................................. 35

Level 3 ................................................................................................................................................. 35

Armor Artifice Formulas and Infusions ............................................................................................... 35

Medicine Artifice ......................................................................................................................................... 49

Level 1 ................................................................................................................................................. 49

Level 2 ................................................................................................................................................. 50

Level 3 ................................................................................................................................................. 50

Medical Artifice Formulas and Infusions ............................................................................................ 50

Rune Crafting Artifice .................................................................................................................................. 67

Level 1 ................................................................................................................................................. 67

Level 2 ................................................................................................................................................. 67

Level 3 ................................................................................................................................................. 68

Runic Artifice Formulas and Infusions ................................................................................................ 68

Scroll Making Artifice .................................................................................................................................. 86

Level 1 ................................................................................................................................................. 86

Level 2 ................................................................................................................................................. 86

Level 3 ................................................................................................................................................. 87

Scroll Artifice Formulas and Infusions ................................................................................................. 87

Tinkering Artifice ....................................................................................................................................... 103

Level 1 ............................................................................................................................................... 103

Level 2 ............................................................................................................................................... 104

Level 3 ............................................................................................................................................... 104

Tinker Artifice Formulas and Infusions ............................................................................................. 104

Weapon Artifice ........................................................................................................................................ 123

Level 1 ............................................................................................................................................... 123

Level 2 ............................................................................................................................................... 124

Level 3 ............................................................................................................................................... 124

Weapon Artifice Formulas and Infusions .......................................................................................... 125

Crafting an Artifice Augment ................................................................................................................ 141

Crafting an Improved Implement ......................................................................................................... 141

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Implement Perks ................................................................................................................................... 142

Additional Implement Enhancements .................................................................................................. 142

The Experienced Artificer Progression Chart ........................................................................................ 143

Ritual Magic .............................................................................................................................................. 145

Ritual Casting Time ............................................................................................................................... 145

Level 1 ............................................................................................................................................... 146

Level 2 ............................................................................................................................................... 146

Level 3 ............................................................................................................................................... 146

The Experienced Ritualist Progression Chart ........................................................................................ 166

Pursuing the Unknown.......................................................................................................................... 168

Example of Pursuing the Unknown – Developing a New Ritual Spell ............................................... 169

Quick Reference Infographics ................................................................................................................... 175

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Fundamentals of Artifice & Ritual Magic

The Ritual Magic Skill and the seven different Artifice Skills are advanced paths which allow highly

experienced characters to continue to develop new abilities long into their adventuring career. While

Artifice and Ritual Magic are vastly different in many ways, they share a fundamental set of rules for

how these new abilities are learned. The Ritual Magic Skill allows a character to become proficient in the

casting of truly awe-inspiring magic, known as Ritual Spells. The seven different Artifice Skills allow a

character to craft advanced equipment by learning new Formulas, and also allow a character to perform

Infusions, harnessing and shaping the power of catalyst ingredients within consumable production

items.

Skill Name Level 1 Cost Level 2 Cost Level 3 Cost

Alchemy Artifice 10 15 20

Armor Smithing Artifice 10 15 20

Medicine Artifice 10 15 20

Rune Crafting Artifice 10 15 20

Scroll Making Artifice 10 15 20

Tinkering Artifice 10 15 20

Weapon Smithing Artifice 10 15 20

Ritual Magic 10 15 20

Acquiring Infusions, Formulas, & Ritual Spells The first step in acquiring an Infusion, Formula, or Ritual Spell is to purchase it as a skill on your

character sheet. All Infusions and Ritual Spells are purchased individually, while most Formulas are

purchased as a group. Each purchase counts against the character’s Combat Skill Point total, and

characters can purchase as many as they desire, so long as they meet the prerequisites. Once the

purchase has been completed, then your character must attempt to become Proficient in the use of the

purchased Infusion, Formula, or Ritual Spell.

Type of Ability Skill Point Cost

Common Infusion 1

Rare Infusion 2

Elusive Infusion Special

Artifice Formula Special

Common Ritual Spell 1

Rare Ritual Spell 2

Elusive Ritual Spell Special

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Unlike the underlying Skills of Artifice & Ritual Magic, characters do not require training in order to

become Proficient in the use of a particular Infusion, Formula, or Ritual Spell. Instead, characters must

practice and study as they attempt to gain proficiency. This requires time and valuable resources, which

is represented in Mythic Realms through attempting a Proficiency Roll.

Proficiency Rolls Characters possessing at least Level 2 of an Artifice Skill or Ritual Magic Skill may attempt to attain

Proficiency in a chosen Infusion, Formula, or Ritual Spell. This is represented by rolling percentage dice

(physical or digital) to determine whether or not the attempt is successful. The chances of Proficiency

Roll achieving success is determined by the difficulty of the particular Infusion, Formula, or Ritual Spell

as indicated by the Chance of Proficiency Success listed within the description.

When making a Proficiency Roll, a character attains proficiency if the outcome is equal to, or lower than,

the Chance of Proficiency Success. A character must meet all of the Pre-Requisites of an Infusion,

Formula, or Ritual Spell before they are able to make a Proficiency Roll. Each Proficiency Roll attempted

costs the character 40 copper (2 Silver) which must be paid during Check-In, and characters can never

make more than one Proficiency Roll per Logistics.

Proficiency Roll Bonuses – Five Types There are five different types of bonuses which can increase the chances that a Proficiency Roll will be

successful. Characters cannot combine Proficiency Roll Bonuses of the same type, even if they come

from different sources.

Proficiency Roll Essence Increases

Characters can permanently burn skill points in order to increase their chances of success for all future

Proficiency Roll attempts made to become Proficient in the use of a chosen Infusion, Expertise, or Ritual

Spell. This is essentially the same as paying extra skill points during the skill purchase. Characters

receive an Essence Increase of +5% for every Skill Point they permanently burn.

Proficiency Roll Mentor Increases

A character attempting to become proficient in a particular Infusion, Expertise, or Ritual Spell can

receive guidance from a character that is already proficient in order to increase their chances of success

for all future Proficiency Roll attempts made to become Proficient in the use of a chosen Infusion,

Formula, or Ritual Spell

The assisting character must personally inform the plot team that they are assisting with the Proficiency

Rolls for the specific Infusion, Formula, or Ritual Spell. This grants the character a Mentor Increase of

+10% on Proficiency Rolls.

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Proficiency Roll Gear Increases

A character attempting to become proficient in a particular Infusion, Expertise, or Ritual Spell can

improve their chance of success through utilizing a piece of equipment such as a Schema, Diagram, or

Wondrous Magic Item. Equipment may grant a Gear Increase of any amount, often ranging between

+1% and +10%.

If a character uses a piece of equipment to gain a Gear Increase on a Proficiency Roll, then the character

is required to bring the piece of equipment into game with them on the event.

Proficiency Roll Permanent Increases

As characters spend skill points to purchase Infusions, Expertise, or Ritual Spells (and as they burn skill

points into an Artifice or Ritual Skill Reservoir) they slowly gain a greater and greater Permanent

Increase to their chance of success on Proficiency Rolls, as per the Experienced Artificer Progression

Chart and the Experienced Ritualist Progression Chart.

Proficiency Roll NPC Increases

As a player helps the game by NPCing they can gain two different types of bonuses to Proficiency Rolls

when attempting to become proficient in a particular Infusion, Expertise, or Ritual Spell. The first is

through Mythic Realms’ NPC Rewards system, where a player can make a choice of several bonuses for

NPCing. One such bonus is the Advantage Roll, where a player may roll twice and keep the better of the

2 results; this also does not require the normal coin component to perform. The second is through

Mythic Points (MP), where a player can pay 10 MP for a +10% Stackable Increase to all future rolls on a

particular Proficiency Roll. The MP bonus can only be purchased once per Proficiency Roll.

Research Rolls Some Infusions, Formulas, or Ritual Spells are significantly more difficult to learn than others. These

often require that a character succeed in an effort of arduous research before attempting to become

Proficient. Characters possessing at least Level 3 of an Artifice Skill or Ritual Magic Skill may attempt to

make a Research Roll for a particular Infusion, Formula, or Ritual Spell so long as it has already been

purchased on the player’s character sheet.

Each Research Roll attempted costs the character 80 copper (4 Silver) which must be paid during Check-

In. Note that making a Research Roll is always done in place of making a Proficiency Roll, so characters

never make more than one Research Roll per Logistics.

It is very important to note that Proficiency Roll Bonuses do not apply to Research Rolls. While it is

possible to receive similar bonuses to Research Rolls, Gear Increases to Research Rolls and Permanent

Increases to Research Rolls are uncommon.

Research Roll Essence Increases

Characters can permanently burn skill points in order to increase their chances of success for all future

Research and Proficiency Rolls attempts made to become proficient in the use of a chosen Rare or

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Elusive Infusion, Expertise, or Ritual Spell. This is essentially the same as paying extra skill points during

the skill purchase. Characters receive an Essence Increase of +5% for every Skill Point they permanently

burn.

Research Roll NPC Increases

As a player helps the game by NPCing they can gain two different types of bonuses to Research Rolls

when attempting to become proficient in a particular Infusion, Expertise, or Ritual Spell. The first is

through Mythic Realms’ NPC Rewards system, where a player can make a choice of several bonuses for

NPCing. One such bonus is the Advantage Roll, where a player may roll twice and keep the better of the

2 results. The second is through Mythic Points (MP), where a player can pay 10 MP for a +10% Stackable

Increase to all future rolls on a particular Research Roll. The MP bonus can only be purchased once per

Research Roll.

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Diagrams Diagrams are single-use recipes which provide the framework for a specific Artifice Infusion or Ritual Spell. In order to utilize a Diagram, the user must possess at least level 1 of the associated skill, and must pay the full cost of performing the Infusion or casting the spell. Once used, the Diagram is destroyed. For example, a character using a Diagram for the Hand of Life Ritual Spell would need to already possess level 1 Ritual Magic, while a character using a Diagram for the Surgery of The Mind Medical Artifice Infusion would need to possess level 1 Medical Artifice. To use the Diagram, the user would need to have the Diagram physically in hand, and would then adhere to the standard costs, counts, and timeframes for the particular Spell or Infusion. As an added function, Diagrams can be used as a learning aid for a character seeking to learn the particular Ritual Spell or Artifice Infusion which is listed on a Diagram in their possession. Using a Diagram in this way does not expend it, and grants the character a Gear Increase of +5% on Proficiency Rolls (Not Research Rolls). Once a character has obtained the 3rd level of Ritual

Magic or Artifice, they gain the ability to create Diagrams.

These function as valuable tools which allow less

knowledgeable users to perform a particular Ritual Spell or

Artifice Infusion as if they themselves had already

acquired it.

To create a diagram, the creator must already be proficient with the Ritual Spell or Artifice Infusion.

Creating a Diagram involves a personal investment of time and energy, requiring the creator to

permanently burn 1 Skill Point. A creator can only create a maximum of one Diagram at each logistics,

expiring one year from the month of creation. Elusive Rituals and Infusions can never be created as

Diagrams.

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Types of Infusions, Formulas, & Ritual Spells There are a vast variety of unique Infusions, Formulas, and Ritual Spells. Each possesses its own

intricacies, challenges, and benefits. Some are incredibly difficult to learn, often requiring a personalized

approach which must be tailored to the strengths and talents of each character. Others are so

demanding that they can only be utilized a few times each year. The following are Keywords which are

used throughout this book to describe different types of Infusions, Formulas, and Ritual Spells. They are

most easily identified by using the following symbols:

© Common Elusive Rare Strenuous

Common (©) - Infusions/Formulas/Ritual Spells The Common Keyword indicates that a formula, infusion, or ritual spell is accessible to those seeking to

become proficient in its use. There is often a standardized method in place for performing it. Once an

Artificer or Ritual Caster has purchased a Common Infusion, Formula, or Ritual Spell the character may

begin to make Proficiency Rolls so long as they meet all of the prerequisites listed within the description.

Rare () - Infusions/Formulas/Ritual Spells

The Rare Keyword indicates that a Research Roll must be successfully completed before a Proficiency

Roll can be made. A Rare Infusion, Formula, or Ritual Spell is either not very well known, or involves

intricate complexities which require that it be approached somewhat differently by each different

character, so much so that there is no widely-standardized method in place for becoming proficient.

Elusive () - Infusions/Formulas/Ritual Spells

The Elusive Keyword indicates that a formula, infusion, or ritual spell is so complex or challenging that it

cannot be researched without taking significant In-Game action, and can only be learned by fairly

experienced Artificers or Ritualists. In many cases, learning an Elusive Ritual Spell, Infusion, or Formula

requires a character to complete a quest, study under a specific mentor, or become a member of a

particular Class. They also often have special requirements which differ from character to character, and

as such, players can expect to meet different challenges when attempting to learn such a spell. In fact,

Elusive Ritual Spells and Infusions can even have different costs for different characters, as can Elusive

Artifice Formulas. Only NPCs that have the approval of the Plot Head are able to mentor others in the

research of Elusive Spells, Infusions, and Formulas. Such mentoring can never be performed by PCs

without the direct and explicit approval of the Plot Head.

Strenuous () - Infusions/Formulas/Ritual Spells

The Strenuous Keyword indicates that a formula, infusion, or ritual spell is so demanding to utilize that

novice Artificers and novice Ritual Casters cannot use more than one in a single year. Please reference

the Experienced Artificer Progression Chart and the Experienced Ritualist Progression Chart in order to

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determine the maximum number of Strenuous Infusions, Formulas, or Ritual Spells that a character can

perform within a year.

Skill Reservoirs for Artifice & Ritual Magic Many of the Infusions, Formulas, and Ritual Spells in this book require that an Artificer or Ritual Caster

Burn Skill Points permanently. Upon attaining Level 1 of the Ritual Magic skill, players gain the ability to

invest Combat Skill Points into a Ritual Skill Reservoir, from which they can permanently burn skill points

as part of casting certain Ritual Spells. Similarly, Artificers gain the ability to invest Combat Skill Points

into an Artifice Skill Reservoir, from which they can permanently burn skill points as part of performing

certain infusions or crafting particular items.

The player will need to carry an approved item card which displays the current number of skill points

available within their Skill Reservoir. As they character burns skill points, they will need to mark the item

card in order to track the number of Skill Points which remain unburned.

Skill Points can only be invested into a Skill Reservoir as part of a character update (usually at an Open

House). Whenever characters deposit skill points into a Skill Reservoir, they immediately advance upon

the Experienced Artificer Progression Chart and the Experienced Ritualist Progression Chart. If a

character possesses both the Ritual Magic Skill and an Artifice Skill, then they will have a separate Ritual

Skill Reservoir and Artifice Skill Reservoir. If a character possesses multiple different Artifice skills,

however, then the character will draw upon a single shared Artifice Skill Reservoir.

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Artifice

Each of the seven different types of artifice allows a character to directly harness the power of catalyst

ingredients in order to craft potent equipment and perform powerful infusions. In Mythic Realms, all

adventuring gear (beyond the most basic unimproved mundane equipment) is crafted by utilizing special

components and ingredients which contain at least a hint of supernatural power.

Artificers are characters who have learned to tap into the power of these catalysts by leveraging special

crafting techniques and ancient symbols of power. A character must have already mastered a particular

craft before they are experienced enough to learn how to manipulate that craft through Artifice. These

characters learn the specific mental techniques, artifice symbols, and even special crafting chants which

allow them to become proficient in the use of advanced Crafting Formulas and Artifice Infusions.

When a character purchases one of the seven Artifice Skills, they must first meet the appropriate

prerequisite and then choose a single type of Artifice from the following list:

Alchemical Artifice - Prerequisite: Alchemy Level 5

Armor Artifice - Prerequisite: Armor Smithing Level 5

Medical Artifice - Prerequisite: Medicine Level 5

Runic Artifice - Prerequisite: Rune Crafting Level 5

Scroll Artifice - Prerequisite: Scroll Making Level 5

Tinker Artifice - Prerequisite: Tinkering Level 5

Weapon Artifice - Prerequisite: Weapon Smithing Level 5

Artifice allows for the creation of magical stones, crystals, and other augmentative items which can

improve and enhance adventuring equipment. These items are generally referred to as Augments, and

they can be used by an adventurer when slotted into an Artificing Implement, such as a Weapon, a

SpellBook, or an Elixir. While nearly all of these items rely heavily on magical components for their

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creation, the artificer who creates them does not utilize any form of Spell Casting during the process.

Each of the seven different Artifice Skills allows a character to craft a different type of Implement. There

are Weapons for Weapon Smithing, Elixirs for Alchemy, TinkerTwists for Tinkering, and so on. Any

mundane item of the appropriate type can be used as an Implement, which means that any common

book can be turned into a SpellBook through installation of a SpellPage Augment, and any common

sword can turned into a Weapon Implement through installation of a BladeStone Augment.

Additionally, improved implements can be created through use of the Artifice Skills. These might be

Double-Slotted Implements which allow for the installation of more than one Augment, or empowered

implements which possess unique qualities.

Characters are only able to benefit from one Implement of each type per event (with the exception of

Weapons, Shields, and Armor). The first time on each event that a particular Implement is used by a

player it becomes the "attuned implement" for the remainder of the event, preventing the user from

being able to switch to a different implement of the same type.

Note that some Artifice Items grant a character the ability to cast extra uses of certain spells, or grant

extra uses of skills/abilities. Unless otherwise stated, these items must be activated the same way as if

they were being used as written in the Standard Rulebook. For example, a Weapon Implement which

grants the user one “Force Slay” each day would not require that the user call out any particular

activation phrase, while a SpellFocus Implement which grants the user one use of Force Restore Your

Spirit each day would require that the user call “I Summon Life to Force Restore Your Spirit.” The

standard incant would need to be used, even if the character would normally be able to use an

alternative incant. For abilities not located in the Standard Rulebook, use the “Activate” keyword, like

for the Burning Rage stance call “Activate Burning Rage Stance”.

Additionally, some Artifice Items grant extra advantages when a character uses a particular ability. In all

of these cases, the underlying ability must come from a skill which the character personally possesses,

and not from an item.

Artifice Formulas The seven different Artifice Skills allow a character to craft advanced equipment by learning new Formulas, however, these skills do not grant the character additional production points. All items which are created through Artifice rely on the underlying prerequisite Production Skill to provide the production points required for crafting. There are a number of crafting Formulas which are accessible through more than one Artifice Skill. For

example, the ‘Twin Hand’ formula in this book can be learned through the Weapon Artifice skill and the

Tinker Artifice Skill. As such, Weapon Artificers are able to create Twin Hand BladeStones and Twin Hand

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Weapon Implements, while Tinkering Artificers are able to create Twin Hand TwistStones and Twin Hand

TinkerTwist Implements. It is important to note that a character can never duplicate a benefit from

multiple items which originate from the same formula. This includes items of different types, as well as

items of the same type. Formulas that have the “Apprentice” / “Journyman” / “Master” types, are

considered the same recipe for duplicating effects. Weapon Artifiers do have some recipes that can be

duplicated in two different Implements at the same time, and will we label appropriately.

Artifice Expertise When an Artificer wishes to branch out beyond the Formulas which are learned as part of acquiring

Levels 1-3 of the Artifice Skill, they are required to focus their efforts on an area of expertise. From a

Rules Perspective, each Artifice Expertise is a bundle of associated Formulas which must be acquired as

a group.

Additionally, unless explicitly stated to the contrary within the formula description, an Artificer may only

use a formula create an Augment or Implement of the type associated with the Expertise Group which

allowed them to become proficient the Formula.

Expertise – Becoming Proficient with Common Formulas

Many Artifice Expertise groups include a number of Common Formulas, as well as a number of Rare

Formulas. Before the character can begin making Proficiency Rolls or Research Rolls, they must meet

any prerequisites, and purchase an Artifice Expertise with skill points so that it is added it to their

character sheet.

When learning the Common Formulas within an Artificer Expertise, an Artificer makes their Proficiency

Roll to become proficient in the Common Formulas of the Expertise as a single group, and thus they

become proficient in all of the Common Formulas within the Expertise, all at once.

Expertise – Becoming Proficient with Rare Formulas

An Artificer must be proficient with all of the Common Formulas before they can begin making Research

Rolls for the Rare Formulas within the Expertise.

When learning the Rare Formulas within an Artificer Expertise, an Artificer makes their Research Roll to

research all of the Rare Formulas within an Expertise as a whole. Then an Artificer may begin making

Proficiency Rolls to become proficient in the Expertise as a whole, and thus they become proficient in all

of the Rare Formulas within the Expertise, all at once.

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Expertise – Becoming Proficient with Elusive Formulas

Elusive Formulas are not contained within Expertise Groups. Instead, they are stand-alone Formulas

which must be purchased and researched individually. In order to purchase and research an Elusive

Formula, an Artifice must meet all the prerequisites, and must have the approval of the Plot Head.

Artifice Schema A Schema is a complex set of potent instructions which has been infused with the power of Artifice, allowing a character who is not Proficient in the use of a particular Formula the ability to continuously craft the item for which the Schema was created. A Schema is used as both a recipe and an igniting ingredient by characters possessing production skills in the process of creating rare and sometimes even completely unique items. In order to utilize a Schema, the user must possess the type of Artifice Skill listed at the top of the Schema, and must pay the full item creation costs listed in the Formula Description. As an added function, Schema can be used as a learning aid for a character seeking to learn the particular Artifice Formula which is listed on a Schema in their possession. Using a Schema in this way grants the character a Gear Increase of +5% on Proficiency Rolls (Not Research Rolls). If a character uses a Schema to create an item at logistics or to gain an increase on a Proficiency Roll, the character is required to bring that Schema into game during the event. Once a character has become proficient with a particular Artifice Formula, they gain the ability to create a Schema for that Formula. These Schema function as multi-use recipes that allow less knowledgeable users to craft a particular production item as if they themselves had previously acquired it. Creating a Schema involves a personal investment of time and resources, requiring the creator to pay a cost of 2 Production Points, and one Celestial or Tellurian Dust. A creator can only create a maximum of one Schema at each logistics, expiring six months from the month of creation. Elusive Formulas can never be created as Schemas.

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Artifice Infusions Performing an Infusion allows an Artificer to harness and shape the power of catalyst ingredients within

consumable production items, usually targeting an implement to grant impressive powers to the user.

Infusion Power Infusions are powered using special crafting techniques which harness and redirect the catalytic

ingredients which are present in all Consumable Production Items. As such, all infusions require that a

certain amount of Infusion Power be expended, usually through harvesting multiple consumable

production items in order to generate enough power. As a general rule, every consumable item

possesses 1 point of infusion power for each production point required to create it.

Artificers can only harness the Infusion Power from consumable items which have been created using

the Production Skill associated with their chosen type of Artificing. For instance, characters with the

Weapon Artifice Skill can only harness Infusion Power from consumable items created through use of

the Weapon Smithing Production Skill.

Unless otherwise stated, Infusion Power cannot be stored, but rather, is harnessed and expended

immediately as part of the Infusion Count when performing an Artifice Infusion. The consumable items

must be held in hand or placed upon the target of the infusion during the Infusion Count.

Celestial Dust, Tellurian Dust, and Philosopher’s Dust can also be harnessed, granting the Artificer 10

Infusion Power. Alternatively, an Artificer can choose to Burn 1 Skill Point from their Artifice Skill

Reservoir in order to immediately harness and expend 20 Infusion Power without any ingredients.

Using your Logistic’s Production Points for Infusion Power

At logistics an Artificer my choose to convert any unused Production Points into a temporary pool of

Infusion Points for the purpose of casting Infusion at the beginning of the Logistics. This Tempory Pool

of Infusion Power only last one half hour after logistics is called. For events with multiple Logistics, you

convert your spare Production Points at each Logistics call separately.

Performing Infusions In order to perform a particular Infusion, the Artificer must be proficient in the Infusion, meaning that

the character has spent any necessary skill points required and has succeeded on a percentage roll for

Proficiency in that particular Infusion.

The character must also possess the written rules for the infusion on their person. From an In-Game

perspective, the written rules represent crafting descriptions, ingredient notations, and vital details on

infusion techniques.

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The consumable items necessary for harnessing Infusion Power must be in hand (or placed upon the

target of the infusion) during the Infusion Count. As a default, Infusions require a 60 count to perform,

as follows: “I Infuse 1, I Infuse 2, I infuse 3… I Infuse 60” Followed by the name of the Infusion. Unless

otherwise stated, infusions always target an implement of the type associated with the artificer’s skill.

Each of the seven different Artifice Skills has a similar progression from Level 1 through Level 3, which is

as follows.

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Alchemy Artifice

Elixir Implement - Potion Bottles or Alchemical Vials.

Admixture Augment: Admixtures are added to an Elixir in order to give the elixir new Alchemical

properties which augment the user. If the user regularly drinks from an Elixir which has been attuned to

themselves, the admixtures within work to empower and augment the owner, granting them new

abilities and potentially altering the owner in strange ways.

Admixture Rules Mechanic: These augments usually change the way certain rules affect the user,

empowering or reducing external effects.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the

Alchemy Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Celestial Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Fade Root

Install Admixture Augment

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Level 2

The character gains the ability to make Proficiency Rolls for Formulas and Infusions.

The character automatically becomes proficient with one individual Common Formula from the

Alchemy Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Dragon Dust

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the

Alchemy Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Red Ruby Dust

Alchemy Artifice Formulas and Infusions

Alchemy Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Celestial Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Celestial Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced Alchemy Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Alchemy Fundamentals Expertise Common - Proficiency: 75% Rare - Research: 30% Proficiency: 30% Formulas:

Alchemical Knowledge (Master) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Master) Craftsmanship with one of the following specializations: Alchemy / Poisons / Potions / Elixirs / Admixtures. (The creator chooses the Lore specialization during creation). Cost: Copper (400)

Enhancement - Double Augment

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

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Enhancement - Triple Perk

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

Potion Storing Elixir Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Potion' for later use. At any point within the same logistics, you may call “Activate (Potion X)”. Upon storing the 'Potion', you must give it to a marshal, and the marshal must be told that the 'Potion' has been stored for later use. No more than 1 'Potion' may be stored at one time. While a 'Potion' is stored, the ‘Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Potion'. Cost: Copper (200)

© Silent Whispers Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When targeted by a Silence Poison (or other 'Silence' effect), call "Reduced" and continue to be able to speak at a whisper. Note - You are still unable to cast or activate items which require an activation phrase while under the effect of the 'Silence'. Cost: Copper (100)

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Alchemy Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 50% Rare - Research: 45% Proficiency: 55% Formulas:

Alchemical Apprentice [Type]

Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Alchemy items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Alchemical Knowledge (Apprentice) Perk

Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Alchemy / Poisons / Potions / Elixirs / Admixtures. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Alchemical Knowledge (Journeyman) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Alchemy / Poisons / Potions / Elixirs / Admixtures. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

© Fast Identification Perk (Alchemy) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (Elixir / Admixture), you are able to identify its properties in 30 seconds instead of 1 minute. Cost: Copper (20)

© Potion Storing [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Potion' for later use. At any point within the same logistics, you may call “Activate (Potion X)”. Upon storing the 'Potion', you must give it to a marshal, and the marshal must be told that the 'Potion' has been stored for later use. No more than 1 'Potion' may be stored at one time. While a 'Potion' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Potion'. Note - This item can be crafted as a 'GuardStone' or 'Armor Implement' by an Alchemy Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Defensive Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 80% Rare - Research: 45% Proficiency: 45% Formulas:

Fumbling Panic [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by 'Maim' / 'Trip' / 'Freeze Your Limb' / 'Betrayal', call "Empowered" to immediately gain the effects of a 'Damage Ceiling' of 1, for the remainder of the status effect. You must call "Greatly Reduced" when this Damage Ceiling is used.

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Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Negated Escape [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When affected by 'Negate Magic', you may call "Reduced, Innate Create Planar Transcendence" and immediately gain the effects of 'Create Planar Transcendence' (Self-Only). Once the Planar Transcendence ends, the Negate Magic duration begins. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Potion of Speed Type: Consumable, Potion Rarity: Rare Prerequisite: Artificing Description: For the next 5 minutes, gain a 'Bonus' use of each of the following skills: 'Parry', 'Dodge' and 'Evade'. Cost: PP (5), Copper (40)

© Quick Reflexes [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to use the'Parry' skill without requiring a weapon or shield to be in your hand. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Destructive Alchemy Expertise Cost: 4 Skill Points Prerequisites: Alchemy Artificing Rare - Research: 40% Proficiency: 25% Formulas:

Defended Spite [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When affected by the 'Defend' skill or 'Defend You' spell, you may call "Empowered" to immediately gain +10 Damage [Stackable Increase] for your next attack, which must be within 10 seconds. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Elemental Edge [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When a weapon you are carrying is targeted by an 'Elemental Sheath',you may call "Empowered" and gain one extra weapon attack (4 attacks) of the 'Element Sheath'. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Empowered Spell Edge [Type]

Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When affected by the 'Empower Spell' spell, you may call "Empowered" to gain one extra (fourth) packet of spell empowerment. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Ferocious Potency [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When affected by a Potency Potion (or other 'Potency' effect), you may call "Empowered" and immediately gain the benefits of the 'Rage' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Heroic Assault [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When affected by the 'Heroism' ability, you may call "Empowered" to immediately gain +10 Damage [Stackable Increase] with your next attack, which must be within 10 seconds. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Heroic Stance [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When affected by the 'Heroism' ability, you may call "Empowered, Heroic Stance" immediately gain an additional +2 damage [Stackable Increase], and a 'Health Barrier' of 10 instead of 5. (Duration 5 minutes) [Stance] Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Immortal Alchemy Expertise Cost: 3 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 50% Formulas:

© Elemental Survival [Type]

Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When a weapon that you are wielding is affected by an 'Element Sheath' spell, you may call "Empowered" and immediately gain Immunity to 'Killingblow' and 'Deathblow' (call "No Effect") of the opposing element type for the next five minutes. (Fire opposes Ice and Air opposes Earth)

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Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fortified (Apprentice) [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - one use of 'Resist Deathblow'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Life Reversal [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - Trade your 'Death Count' time and your 'Bleed Count' time. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

The Troll [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - Immune to Normal 'Killingblow and Normal Deathblow (Call "No Effect"). If dropped by 'Force' Flame or Burn damage, the user immediately enters their 'Death Count' without needing a killing blow. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Waylay Insurance [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When unconscious, if you are affected by an ability which causes you to enter your ‘Death Count’, you may call "Empowered" and immediately add 5 minutes to the duration of the ‘Death Count’. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Mental Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 45% Formulas:

© Cowardly Traitor [Type]

Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When affected by 'Betrayal' (other than in food/drink), you may call "Reduced" to act as if the source of the Betrayal affected you with 'Betrayal' and 'Cause Fear' simultaneously. This causes you to attack everyone within arm’s reach of you as you flee for 10 seconds. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Feinting Betrayal [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by a standard 'Betrayal' spell, you may call "Reduced" and immediately fall unconscious for 10 seconds. (May be reduced via 'Survivor' skill) Cost: PP (8), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Paralyzing Fear [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When affected by 'Fear' or 'Terror', you may call "Reduced" and immediately become 'Paralyzed' for 10 seconds. (Must have a look of abject horror on your face) Cost: PP (10), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Potion of Courage Type: Consumable, Potion Rarity: Common Prerequisite: Artificing Description: Makes a character immune to 'Terror' for 5 minutes. (Does not make a character immune to fear) Cost: PP (2), Copper (5)

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Necrotic Alchemy Expertise Cost: 3 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 40% Formulas:

Drain Life Poison Type: Consumable, Poison Rarity: Rare Prerequisite: Artificing Description: The target is affected by the Assassin Class ability 'Drain Life'. Only works on a Dying character. ** Trained Only ** Cost: PP (8), Copper (70)

False Humanity [Type] Type: Admixture / Elixir Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - When affected by the 'Disguise Undead' spell, call "Empowered" and you may call "No Effect" against the next non-force attack/packet of 'Cleanse' Damage which strikes you during the current logistics. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Heroic Shadows [Type]

Type: Admixture / Elixir Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - When affected by the 'Shadow Form' spell, you may call "Empowered" and immediately gain the

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benefit of the 'Force Heroism' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Passing Shadows [Type] Type: Admixture / Elixir Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - When affected by the 'Shadow Form' spell, you may call "Empowered" and gain the ability to swing for the 'Pass' 'Damage Type' at-will during the 'Shadowform' duration. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Potion of the Zombie Type: Consumable, Potion Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: During a single logistics, the next time you enter your bleed or death count you are raised as a lesser undead under your own control. You have 1 health and may swing for base weapon damage or 'Cause Disease' at-will but have no other skills and may not run (as if slowed by 'Disease'). You remain animated for the duration of your Bleed/Death Count, at the end of which you become a spirit. May be used on someone already in their Bleed/Death Count. If dropped during the duration of your Bleed/Death Count, you return to your original state and continue your Bleed/Death Count as normal. This potion can only be removed from a creature by using a Force Restore Spirit or Raise Dead Salve. Cost: PP (5), Copper (40)

© Wraith's Edge [Type] Type: Admixture / Elixir Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - When a weapon you are carrying is affected by the 'Wraith Blade' spell, you may call "Empowered" to gain and additional +3 damage [Stackable Increase] for all three weapon attacks of 'Pass'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Rejuvenating Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 65% Formulas:

© Defending Health [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When affected by the 'Defend' skill or 'Defend You' spell, you may call "Empowered" to immediately gain the effects of a 'Heal 5' spell. Note - Must be conscious to use this ability. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Healing Boost [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by the 'Heal You' spells, you may call "Empowered" to gain +2 to the total of the 'Heal You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Purified Well Being [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When affected by a Purify Potion (or other Purify effect), you may call "Empowered" and gain the benefit of a 'Grant Well Being'. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rejuvenating Sleep [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When successfully affected by the 'Knockout' ability, you may call "Empowered" to be immediately restored to full health as you fall unconscious. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Skulking Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 40% Formulas:

© Cat's Eye [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by a 'Truevision' ability, you can call "Empowered" and gain +2 Levels of 'Conceal' for the purposes of searching. (Must have the 'Conceal' skill) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Peeping Tom [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When affected by a 'Truevision' ability, you may call "Empowered" and gain the ability to use the 'Hide' level 2 skill on yourself for the duration of the 'Truevision'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Potion of Hidden Dash Type: Consumable, Potion Rarity: Common Prerequisite: Artificing Description: If this potion is consumed while utilizing the ‘Hide’ skill to hide, gain use of the 'Hidden Dash' ability from level 3 of the Hide skill. (Duration Logistics) Cost: PP (3), Copper (20)

© Potion of the Chameleon Type: Consumable, Potion Rarity: Common Prerequisite: Artificing Description: You may immediately use the 'Hide' (level 2) skill once, and can remain hidden until the duration ends. (Duration 5 minutes) Cost: PP (3), Copper (20)

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Superior Defensive Alchemy Expertise Cost: 3 Skill Points Prerequisites: Defensive Alchemy Expertise Common - Proficiency: 65% Rare - Research: 35% Proficiency: 40% Formulas:

© Anticipate Evasion [Type]

Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by the 'Anticipate Blow' spell, you may call "Empowered", you gain a 'Bonus' use of the 'Evade' skill, which expires in 5 minutes, in additional to the standard effects. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Cat's Grace [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by the 'Grant Dodge' or 'Grant Parry' spell, you may call "Empowered" to gain the effects of the "Grant Evade" spell instead. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Defensive Panic [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by 'Daze' / 'Restrain' / 'Fear' / 'Terror', you may call "Empowered" to immediately gain the effects of a 'Damage Ceiling' of 1, for the remainder of the status effect. You must call "Greatly Reduced" when this Damage Ceiling is used. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Potion of Sidestep Type: Consumable, Potion Rarity: Rare Prerequisite: Artificing Description: Gain 1 'Bonus' use of 'Sidestep' skill. (Duration Logistics) Cost: PP (8), Copper (70)

Survivor's [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by an ability which would cause unconsciousness, you may call "Reduced" to reduce the duration of the unconsciousness by half. (Doesn't stack with other unconsciousness reduction bonuses) Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Immortal Alchemy Expertise Cost: 3 Skill Points Prerequisites: Immortal Alchemy Expertise Rare - Research: 40% Proficiency: 30% Formulas:

Death Blows [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by the 'Rend' or 'Deathblow' abilities, you may call "Empowered" to gain +5 minutes to your 'Death Count'. This bonus time does not stack with itself. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Fortified (Journeyman) [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Fortified (Master) [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow' . 1 / Logistics - One 'Bonus' use of the 'Force Fortitude' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Spiritualist's Friend [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - All Times - When affected by an ability which would cause unconsciousness, you may call "Empowered" and immediately fall into your 'Bleed Count', instead of falling unconscious. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Sustain Life [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by 'Drain Life'ability, call "Reduced" to cause Drain Life to only decrease your Death Count by 1 minute (instead of by 4 mintues). Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Mental Alchemy Expertise Cost: 2 Skill Points Prerequisites: Mental Alchemy Expertise Common - Proficiency: 55% Rare - Research: 45% Proficiency: 65% Formulas:

© Broken Memories [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When affected by 'Enslave You' or 'Necrether', you may call "Reduced" and gain the ability to retain the memory that would otherwise have been lost. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Empowered Remembrance [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When affected by the 'Grant Remembrance' spell, you may call "Empowered" and increase the number of death marbles swapped by the spell to 6 white for 6 blue. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Friend of a Friend [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When affected by ‘Charm’ ability, you may call "Reduced, Get Away From Me" and remain 'Dazed' for 10 seconds. During the next five minutes, the user has an aversion (slight fear) to the original caster, and is charmed towards whoever was nearest to them (other than the caster) when they were affected by the spell.

Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Potion of Free Will Type: Consumable, Potion Rarity: Rare Prerequisite: Artificing Description: Gain 1 use of 'Resist Mind Control'. (Duration Logistics) Cost: PP (5), Copper (40)

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Superior Rejuvenating Alchemy Expertise Cost: 2 Skill Points Prerequisites: Rejuvenating Alchemy Expertise Common - Proficiency: 60% Rare - Research: 40% Proficiency: 50% Formulas:

Bloody Well Being [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When successfully affected by 'First Aid', you may call "Empowered" and gain the benefit of a 'Grant Well Being'. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Healing Extremism [Type]

Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by the 'Heal You' spells, you may call "Empowered" to gain +5 to the total of the 'Heal You' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Planar Recovery [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - Whenever successfully affected by a 'Create Planar Transcendence' spell, you may call “Empowered” and immediately receives the benefit of a 'Grant Well Being'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Restorative Vigor [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When affected by the 'Vigor' ability, you may call "Empowered" and you are also affected by a ‘Purify Potion’. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Touch of Complete Recovery [Type]

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Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: All Times - When you are completely out of combat (unthreatened) and are affected by the 'Healer's Touch' spell, you may call 'Empowered' in order to immediately gain an additional +20 to the heal amount. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Skulking Alchemy Expertise Cost: 3 Skill Points Prerequisites: Skulking Alchemy Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

Extended Invisibility [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When under the effects of 'Invisibility', you may expend a use of 'Invisibility 5' to extend the duration of your current 'Invisibility' by 5 minutes. Doing so does not require an incant or call of any kind. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

False Aura [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by the 'Detect Magic' spell, the 'Identify' spell, or the 'Ritual Identify' spell, you register as having a residual magic aura on you personally, and no additional information is revealed by the identification. You do not have to call Reduced. (This item does not prevent items that you are carrying from being identified) Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Potion of Invisibility 5 Type: Consumable, Potion Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Invisibility 5' spell. Cost: PP (3), Copper (20)

Potion of the Lasting Chameleon

Type: Consumable, Potion Rarity: Rare Prerequisite: Artificing Description: You may immediately use the 'Hide' (level 2) skill once, and can remain hidden until the duration ends. (Duration Logistics) Cost: PP (5), Copper (40)

© Pure Sight [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When affected by the 'Truevision 5' ability, you may call "Empowered" and increase the spell to a 'Truevision 10'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Venomous Alchemy Expertise Cost: 2 Skill Points Prerequisites: Venomous Alchemy Expertise Common - Proficiency: 70% Rare - Research: 30% Proficiency: 35% Formulas:

Blood Poison Type: Consumable, Poison Rarity: Rare Prerequisite: Artificing Description: Drops the target into their 'Bleed Count'. ** Trained Only ** Cost: PP (8), Copper (70)

© Contagious [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When successfully affected with a 'Disease' ability, you may call "Empowered" to gain the ability to throw one spell packet for 'Disease Poison' during the duration of the disease. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Death Poison Type: Consumable, Poison Rarity: Rare Prerequisite: Artificing Description: Drops the target into their 'Death Count'. ** Trained Only ** Cost: PP (8), Copper (80), Onyx (1)

© Poison Tooth Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One use of the 'Quick Death' Assassin skill. Cost: Copper (20)

Troglodyte’s Poison Trick [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When consuming a 'Silence' / 'Disease' / 'Paralyze' / 'Betrayal' poison, you must call "Resist" and resist the effects of the poison. At any point during the Logistics you may lick a weapon and apply that same poison on a 5 count.

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(Duration Logistics) Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Vital Alchemy Expertise Cost: 2 Skill Points Prerequisites: Vital Alchemy Expertise Common - Proficiency: 75% Rare - Research: 45% Proficiency: 45% Formulas:

Vital Adrenaline [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When affected by 'Fear' or 'Terror', you may call "Empowered" and immediately gain a 'Health Barrier' of 5. (Duration 5 Minutes) Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vital Aid [Type]

Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When successfully affected by the 'First Aid' skill, you may call "Empowered" and gain a 'Health Barrier' of 5. (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Vital Well Being [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When affected by a 'Well Being' ability, you may call "Empowered" and immediately gain a 'Health Barrier' of 5. (Duration 5 minutes) Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Vitality Boost [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When receiving a 'Health Barrier' from any source; you may call "Empowered" to gain +2 to the total of the 'Health Barrier'. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Venomous Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 75% Rare - Research: 40% Proficiency: 40% Formulas:

Anticipate Poison [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Gain one 'BONUS' use of the 'Evade' skill (only usable against poisons). Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

© Grooved Weapon [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Poison' for later use. This allows each swing of the 'Poison' to be used at a time of the wielder’s choosing, rather than just for the NEXT swings. Upon storing the 'Poison', you must give it to a marshal, and the marshal must be told that the 'Poison' has been stored for later use. No more than 1 'Poison' may be stored at one time. While a 'Poison' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Poison'. Note - This item can be crafted as a Weapon / BladeStone by an Alchemy Artificer. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Quick Alchemy Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use a Potion or Poison to a 3 count instead of a 5 count. Cost: Copper (200)

Royal Taster [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When consuming a 'Silence' / 'Disease' / 'Paralyze' / 'Betrayal' poison, you must call "Reduced" and decrease the time affected from 5 Minutes to 2 Minutes. Additionally, you must call "Reduced" to cause ingested ‘Blood Poison’ to reduce you to zero health, rather than dropping you into your 'Bleed Count'. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

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Vital Alchemy Expertise Cost: 2 Skill Points Prerequisites: Alchemy Artificing Common - Proficiency: 50% Rare - Research: 45%

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Proficiency: 65% Formulas:

© Defended Vitality [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When affected by the 'Defend' skill or 'Defend You' spell, you may call "Empowered" to immediately gain a 'Health Barrier' of 5. (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vital Alchemy [Type] Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When you drink a potion of any kind, you may call "Empowered" and gain a 'Health Barrier' of 3. (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vital Spirit [Type]

Type: Admixture / Elixir Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When affected by a 'Raise Dead Salve' or 'Restore Spirit' spell, you may call "Empowered" to immediately gain a 'Health Barrier' of 5. (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Vital Weakness [Type] Type: Admixture / Elixir Rarity: Rare Prerequisite: Artificing Description: All Times - When affected by 'Weaken You' ability, you may call "Empowered" and immediately gain a 'Health Barrier' of 7. (Duration 5 Minutes) Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Alchemy Infusions

Artificer's Mark Cost: 1 Skill Point Prerequisites: Alchemy Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Bolster Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55%

Proficiency: 65% Rarity: Rare Description: This infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

© Boon of Concealment Cost: 1 Skill Point Prerequisites: Alchemy Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains +3 levels of 'Concealment' when hiding objects on their body. The user does not need to already have the 'Conceal' skill in order to benefit. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Deathly Refusal Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted implement gains 'Immunity' to 'Normal' 'Killingblow' / 'Deathblow'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of Giant Strength

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted implement gains +10 'Strength' [Stackable Increase], including 5 'Feats of Strength'. (Duration 5 minutes) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Boon of Impossible Speed

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted implement gains 5 'Sidestep' (non-bonus). (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Alchemy Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration

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Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Paranoia

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted implement gains 1 / Battle - one 'Bonus' use of the 'Sidestep' skill, which may only be used against the first attack they are hit with in each battle. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

© Boon of Regeneration

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains the ability to 'Regenerate' on a 30 Count "Regenerate 1, Regenerate 2... etc." at-will. You must be conscious in order to use this ability, and taking damage interrupts the 'Regeneration' count. (Duration 30 minutes) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Righteous Rescue

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Obliterate You' spell, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of Slayed Survival

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Slay' skill, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Boon of the Apprentice

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase].

The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (2)

© Boon of the Journeyman Cost: 1 Skill Point Prerequisites: Alchemy Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

Boon of the Plague Bearer

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 40% Proficiency: 35% Rarity: Rare- (Necromancy) Description: The user of the targeted implement gains 5 / Battle - one weapon attack of 'Disease Poison'. (Duration Logistics)

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[Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

© Cauldron of Alliance Cost: 1 Skill Point Prerequisites: Draught of the Trained Alchemist Proficiency: 75% Rarity: Common Description: Expend a ('Purify', 'Potency', 'Well Being', or 'Evade') Potion by pouring it into a drink. The first 4 creatures who partake from this drink all gain the benefit of the expended potion. (Duration 60 seconds) [Target: Cup or Container] Cost: Infusion Points (2)

Cauldron of Heroes

Cost: 2 Skill Points Prerequisites: Points Invested (20), Cauldron of Alliance Research: 55% Proficiency: 65% Rarity: Rare Description: Expend a 'Heroism' Potion by pouring it into a drink. The first 4 creatures who partake from the drink all gain the benefit of a 'Heroism' effect with a 10 minute duration. (Duration 60 seconds) [Target: Cup or Container] Cost: Infusion Points (10)

Cauldron of Shared Restoration

Cost: 2 Skill Points Prerequisites: Points Invested (50), Cauldron of Heroes Research: 45% Proficiency: 45% Rarity: Rare Description: Expend a 'Restoration Potion' by pouring it into a drink. The first 4 creatures who partake from the drink all gain the benefit of a 'Restoration'. (Duration 60 seconds) [Target: Cup or Container] Cost: Skill Point Burned (1), Infusion Points (10)

Choking Cloud

Cost: 2 Skill Points Prerequisites: Points Invested (20), Draught of Forceful Venom Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted implement gains one 'mass packet' use of 'Force Blood Poison'. (Duration 30 seconds) [Target: Native Implement] Cost: Infusion Points (20)

© Craft Hall Augment Installation

Cost: 1 Skill Point Prerequisites: Alchemy Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an Artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available

Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

© Destroy Installed Augment

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

Draught of Forceful Venom

Cost: 2 Skill Points Prerequisites: Points Invested (20), Draught of Poison Gas Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted implement gains the ability to add the 'Force' Keyword to one use of one of the following poisons: 'Silence', 'Disease', 'Betrayal', 'Paralyze', 'Blood'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Draught of Madness

Cost: 1 Skill Point Prerequisites: Draught of the Trained Alchemist Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains the ability to call "Reduced" whenever affected by a 'Betrayal', 'Charm', 'Fear', or 'Terror' effect. You perform the opposite reaction to these effects for the remainder of the current logistics. 'Charm' causes the user to attack the caster for 10 seconds, followed by 5 minutes of RP hatred. 'Betrayal' causes a 'Charm' like effect for 10 seconds. 'Fear' / 'Terror' causes the user to run directly towards the caster, followed by 5 minutes of RP overwhelming (insane) bravery. Additionally, the user does the opposite of commands received when targeted by 'Necrether' / 'Enslave' (a command to “defend me” acts as a command to attack the caster). However, instead of calling only "Reduced" when targeted by 'Necrether' / 'Enslave', the user must also call "Reduced" against each individual command). 'Circle of Truth' detects lies as truth and truth as lies. (Duration Logistics) [Target: Native Implement]

Cost: Infusion Points (5)

© Draught of Poison Gas

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains one use of the ability to throw a second packet, when throwing any of the

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following poisons: 'Silence', 'Disease', 'Betrayal', 'Paralyze', 'Blood'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Draught of the Gargoyle

Cost: 2 Skill Points Prerequisites: Points Invested (20), Draught of the Trained Alchemist Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted implement gains the ability, if willing, to immediately becomes a stone statue (along with all of your equipment), and must call "No Effect" against everything (even 'Dire' abilities, unless overridden by the Plot Head). You may only be moved with 'Strength' 20, may speak, and are aware of your surroundings. You may not move your feet, nor may you use any skills or items of any kind. This 'Infusion' may be ended early with a five count "End Stone Transformation 1, etc.” (Duration 30 minutes) [Target: Native Implement]

Cost: Infusion Points (10)

Draught of The Secret Mind Cost: 2 Skill Points Prerequisites: Points Invested (50), Draught of Madness Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted implement gains the ability to call "Reduced, I refuse to answer" whenever they are commanded to reveal information while under mind control, even if the elixir is no longer on their person. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© Draught of the Trained Alchemist

Cost: 1 Skill Point Prerequisites: Alchemy Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted implement is Considered 'Trained' in utilizing Alchemy items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© Empower Craft Hall Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker

Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Fade Root

Cost: Free (Alchemy Artificing Level 1) Prerequisites: Alchemy Artificing Level 1 Rarity: Common Description: At Logistics you can create 8 ‘Fade Root’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Havest Dragon Dust

Cost: Free (Runecrafting Artificing Level 2) Prerequisites: Runecrafting Ariticing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Dragon Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (3)

© Harvest Red Ruby Dust

Cost: Free (Runecrafting Artificing Level 3) Prerequisites: Runecrafting Ariticing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Red Ruby Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS)

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Cost: Skill Point Burned (5)

© Infused Examination Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

© Install Admixture Augment

Cost: Free Prerequisites: Alchemy Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to install an Admixture Augment which they possess into a targeted Elixir. In order to be targeted by this infusion, the targeted Elixir must either be unimproved Commoner Equipment (for instance, an ordinary bottle/vial), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary, with the Elixir in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Necrotic Charring

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare - (Necromancy) Description: Target a powerful existing source of Necromantic Energy (such as a 'Necrovoid'), causing the energy to spike erratically for a few brief moments, potentially causing the Necrotic Energy to spread. This infusion may serve many purposes (at plot discretion), but if the source of the Necromantic Energy is very powerful, then this Infusion can be used to transform a 'Blessed Sufly Leaf' into a 'Charred Sufly Leaf'. Note - If this Infusion is used concurrently with the 'Scorching Sufly Corruption Ritual' spell, then the casting cost of 'Scorching Sufly Corruption Ritual' is reduced by 2 skill points, and acts as the required external Necrotic Energy source. This infusion must be performed during the course of an actual event. It can never be performed during down time.

Cost: Skill Point Burned (2), Infusion Points (5)

© Poisonous Cross Contamination

Cost: 1 Skill Point

Prerequisites: Draught of Poison Gas Proficiency: 65% Rarity: Common Description: Target a poison currently in hand, and immediately apply the targeted poison to a Weapon without expending the poison. This infusion only functions with the following poisons: 'Silence', 'Disease', 'Betrayal', 'Paralyze', and 'Blood'. [Target: Poison] Cost: Infusion Points (5)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows an Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Weaken Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall]

Cost: Infusion Points (15)

Alchemy Elusives

Boon of Premonition Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100) Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains one use of 'Premonition', which they may call as a 'Defense' against any effect, including 'Assassinate', 'Dire' effects, and unique abilities (Plot Discretion). (Duration Logistics) [Target: Native Implement]

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Cost: ?????????????

Cloud of Poisonous Ruin Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Choking Cloud Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted implement gains one 'mass packet' use of 'Force Silence Poison', followed by one 'mass packet' use of 'Force Disease Poison'', followed by one 'mass packet' use of 'Force Betrayal Poison'', followed by one 'mass packet' use of 'Force Paralyze Poison'', followed by one 'mass packet' use of 'Force Blood Poison'. You must throw each wave in sequence, each within 30 seconds of the prior. (Duration 30 seconds, after completing the infusion count to the begging of the first attack) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Draught of Dire Venom Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Draught of Forceful Venom, Superior Venomous Alchemy Expertise Group Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: The user of the targeted implement gains the ability to add the 'Dire' Keyword to one thrown 'packet' use of one of the following poisons: 'Silence', 'Disease', 'Betrayal', 'Paralyze', 'Blood'. Before making the attack, the user must perform a five count "Prime Dire Venom 1, Prime Dire Venom 2, etc.", taking Damage interrupts this count. (Duration Logistics) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced Alchemy Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

Force Draco Venom Poison Cost: 3 Skill Points Type: Consumable, Poison Prerequisites: Points Invested (75), Necrotic Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: Drop the target into 'Death count', with 1 minute 'Death Count', regardless of other effects (survivor, spiritualist, etc.). ** Trained Only ** Cost: ?????????????

Force Necrether Cost: 3 Skill Points Type: Consumable, SPECIAL Prerequisites: Points Invested (75), Necrotic Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This consumable can be delivered by applying to a weapon on with a call of “I apply Force Necrether”, by using a pachet with a call of “Force Necrether”, or force fed to a ‘Helpless’ target. The target of this consumable no longer retains their free will, becoming slavishly devoted to the user or 10 minutes. They will obey ANY command given by the user to the best of their ability, using every skill, item, knowledge or resource at their disposal. The target cannot be ordered to spend skill points, or perform actions that break the code of conduct. In the absence of a command they will attempt to support the endeavors of the caster, defending them against attack, aiding in their escape, or providing them with needed information. The target does not become a mindless drone when under the effect of this poison, but rather will use all their cunning and guile in the service of the caster. The Necrethered character will not attack the caster unless directed to do so. The character WILL reveal any and all secret information they possess, but will not reveal information held under the disguise skill unless directly ordered to do so. By default the character will not remember any of their time under Necrether, unless the user orders them to remember. The user cannot modify or alter the memory, nor order the target only to remember certain moments. It is all or nothing. Cost: ?????????????

Forgetful Enslavement [Type] Cost: 3 Skill Points Type: Admixture / Elixir Prerequisites: Superior Mental Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 1 / Logistics - When affected by 'Enslave You' or 'Necrether', you may call "Reduced" and immediately lose the ability to use any of the skills from their character sheet during the duration. The character is still able to use weapons for their base damage, and is still able to activate items so long as the items are 'User Friendly'. Cost: ?????????????

Long Lasting Perk Cost: 3 Skill Points Type: Perk Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When this item is first attuned to a player, write the player's name on the 'Item Card'. From that point the player must check into an event with this item, but otherwise doesn't need to have the item close to them to benefit from the implement. Cost: ?????????????

Potion of Disappear Cost: 3 Skill Points Type: Consumable, Potion

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Prerequisites: Superior Skulking Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain 1 use of the 'Disappear' skill. (Duration Logistics) Cost: ?????????????

Potion of Rebirth Cost: 3 Skill Points Type: Consumable, Potion Prerequisites: Points Invested (100), Potion of Restoration Research: ??% Proficiency: ??% Rarity: Elusive Description: Regain all skills as if going through Logistics, you are restored to full health and all negative status (including bleed and death count) are removed. Note – This does NOT refresh and items used. Cost: ?????????????

Potion of Restoration Cost: 3 Skill Points Type: Consumable, Potion Prerequisites: Superior Rejuvenating Alchemy Expertise, Superior Mental Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain the effects of a short rest. Cost: ?????????????

Potion of Terror Cost: 3 Skill Points Type: Consumable, Potion Prerequisites: Necrotic Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: Gain 1 'Bonus' use of 'Terror' skill. (Duration Logistics) Cost: ?????????????

Spiritualist’s Vision [Type] Cost: 3 Skill Points Type: Admixture / Elixir Prerequisites: Superior Immortal Alchemy Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When in your 'Death Count' or 'Bleed Count', you are aware of the world and my whisper. (As per the Spiritualist Abilities) Cost: ?????????????

Zellik’s Hideous Laughter Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (125), Cloud of Poisonous Ruin, Force Necrether Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: The user of the targeted implement gains 5 uses of 'Force Necrether', which must be used within 10 seconds of each other. (Duration Logistics) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

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Armor Smithing Artifice

Armor, Shields, or Mage Bracers – Shields, Bracers, and varying suits of armor, ranging from light

leather armor to full plate mail.

GuardStone Augment: When added to a suit of armor, a pair of Mage Bracers, or a shield, a GuardStone

usually grants new defensive properties to a suit of armor or shield. When slotted into the armor or

shield, these stones cause fundamental magical changes which alter even the most mundane protective

gear. Note: A character cannot benefit from both Mage Bracers and Armor.

GuardStone Rules Mechanic: These augments usually grant defensive abilities, or improve existing

defensive abilities which the user already possesses.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the Armor

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Tellurian Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Onyx

Install GuardStone Augment

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Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

The character automatically becomes proficient with one individual Common Formula from the Armor

Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Mythril

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formulas from the Armor

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Adamantium

Armor Artifice Formulas and Infusions

Armor Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Tellurian Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Tellurian Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced Armor Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Armor Fundamentals Expertise Common - Proficiency: 80% Rare - Research: 30% Proficiency: 30% Formulas:

Armorsmithing Knowledge (Master) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times – Gain Lore (Master) Craftsmanship with one of the following specializations: Armorsmithing / Polishes / Buffs / Armor / Shields / Mage Bracers / GuardStones. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

Enhancement - Double Augment Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

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Enhancement - Triple Perk Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

© Lasting Armor Polish Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Adds +1 minute to all armor polishes applied to this 'Suit of Armor'. Can only be used on a 'Suit of Armor'. Cost: Copper (20)

Templar Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Allows a caster to bypass in restrictions they may have for casting 'Force' level spells do to armor encumbrance. Cost: Copper (100)

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Armor Fundamentals Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 65% Formulas:

© Armorsmithing Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Armorsmithing / Polishes / Buffs / Armor / Shields / Mage Bracers / GuardStones. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Armorsmithing Knowledge (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Armorsmithing / Polishes / Buffs / Armor / Shields / Mage Bracers / GuardStones. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

© Fast Identification Perk (Armorsmithing) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (Suit of Armor / Mage Bracers / Shields / GuardStones), you are able to identify its properties in 30 seconds instead of 1 minute. Cost: Copper (20)

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Avoidance Armor Expertise Cost: 3 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 45% Rare - Research: 45% Proficiency: 65% Formulas:

Avoidance [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Gain one 'Bonus' use of each of the following skills: 'Evade', 'Dodge', and 'Parry'. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

© Dodge (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Dodge' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Evasion (Apprentice) [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Evade' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Parry (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Parry' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Stalwart (Apprentice) [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When wielding a shield, gain one [Non-Bonus] 'Parry' vs the 'Shield Cripple' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Buff & Polish Armor Expertise Cost: 3 Skill Points Prerequisites: Armorsmithing Artificing Rare - Research: 30% Proficiency: 25% Formulas:

Armorsmith's Apprentice [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Armorsmithing items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Elemental Resistance Buff Type: Consumable, Buff Rarity: Rare Prerequisite: Artificing Description: Immediately reduces 'Damage Ceiling' to selected element by 1 (Minimum of 3), Element is selected at polish application. (Duration Logistics) Cost: PP (5), Copper (40)

Fine Finish for a Polish [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to use Polishes on Shields or Mage Bracers. (Doesn't require a Suit of Armor to use polishes) Cost: PP (10), Coin (270), Philosophers Dust (1), Tellurian Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Lasting Chameleon Buff Type: Consumable, Buff Rarity: Rare Prerequisite: Artificing Description: You may immediately use the 'Hide' (level 2) skill once, and can remain hidden until the duration ends. (Duration Logistics) Cost: PP (5), Copper (40)

Polish Storing Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Polish' for later use. At any point within the same logistics, you may call “Activate (Polish X)”. Upon storing the 'Polish', you must give it to a marshal, and the marshal must be told that the 'Polish' has been stored for later use. No more than 1 'Polish' may be stored at one time. While a 'Polish' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Polish'. Note - This Perk may only be added to a 'Suit of Armor' or an 'Armor Implement' with the enhanced base property 'Fine Finish for a Polish'. Cost: Copper (200)

Quick Armor Polish Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use a Polish to a 3 count instead of a 5 count. Note - This Perk may only be added to a 'Suit of Armor' or an 'Armor Implement' with the enhanced base property 'Fine Finish for a Polish'. Cost: Copper (200)

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Dauntless Armor Expertise Cost: 3 Skill Points Prerequisites: Superior Protective Armor Expertise Common - Proficiency: 65% Rare - Research: 30% Proficiency: 25% Formulas:

Augment of Health +1 Type: GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - Gain +1 Base Health [Power Increase]. (Can only be created as an Augment) Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1)

Boundless Armor Buff +1 Type: Consumable, Buff Rarity: Rare Prerequisite: Artificing Description: Gain +1 Base Health [Stackable Increase]. (Duration Logistics) ** Trained Only ** Cost: PP (6), Copper (50)

Gladiator's Helm

Type: Helmet Rarity: Rare Prerequisite: Artificing Description: All Times - This helm must cover the majority of your head and neck, and has to be constructed of authentic heavy material, like thick hardened leather or steal. Gain +1 ‘Base Health’ [Stackable Increase]. (This Phys rep must get approval from Staff to benefit from this ability) This Item can only be created as a Helmet. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Mythril (1)

© Masterwork Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - All bonus armor points received from ‘Period Materials’ (1 Point) and ‘Exceptional Apperance’ (Max of 2 Points) for the armor Phys rep are doubled. (Max of 3 additional Points from this recipe and this does not stack with the ‘Masterwork [Type]’ recipe) Can only be used on a ‘Suit of Armor’. Cost: Copper (100)

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Resilient Weave Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduces the Suit of Armor's 'Damage Ceiling' by 2 (Minimum of 5). Can only be used on a ‘Suit of Armor’. Cost: Copper (400)

© Superior Suit of Armor (+3 Health) Type: Suit of Armor Rarity: Common Prerequisite: Artificing Description: Gain +3 Base Health [Gear Increase] (Can only be created as a ‘Suit of Armor’) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Hunkered Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 45% Formulas:

© Broken Stance [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - While in a [Stance], you may call "Activate Implement of Broken Stances" to immediately end your current stance. (Does not work on stancest that cannot be ened early) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Hunker Down Polish Type: Consumable, Polish Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Hunker Down' skill. Cost: PP (3), Copper (20)

© Hunkered Durability [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - If dropped into your 'Bleed Count' while in the 'Hunker Down' stance, you may call “Reduced” and fall to Zero Health instead. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Hunkered Toughness [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Whenever you use the 'Hunker Down' skill, you may call “Empowered” and immediately gain a 'Health Barrier' of 3. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Magic Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 70% Rare - Research: 45% Proficiency: 55% Formulas:

Reflect Magic [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' ’Reactive’ use of the 'Reflect Magic' defense. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Templar Theory [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Allows a caster to bypass in restrictions they may have for casting 'Force' level spells do to armor encumbrance. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Transmutation GuardStone Type: GuardStone Rarity: Common Prerequisite: Artificing Description: When installed in a 'Suit of Armor', this Augment changes the physical shape of the 'Suit of Armor'. After the Transmutation is successful or fails, the GuardStone is destroyed and crumbles, freeing up the slot. Works by Marshals discretion. Can only be created as a GuardStone. Note - This item can be crafted as a 'GuardStone' by a Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1)

Vanity Guard [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - Changes the appearance of a Suit of Armor, so that it appears to be a different type of physical armor. This means that a Heavy Suit of Plate could be made to appear as if it were a simple leather jerkin, for example. You can choose to change how this armor looks at logistics. All Locations must be covered too. The ‘Suit of Armor’ must be Phys rep'd by desired appearance of the new look. Only Works with ‘Suit of Armor’. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Mystic School Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 70% Rare - Research: 45% Proficiency: 55% Formulas:

© Dimming Light (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - May activate, for 5 minutes apply your 'Damage Ceiling' to ‘Cleanse’. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Dimming Light (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - May activate, for 5 minutes apply your 'Damage Ceiling' to ‘Cleanse’. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Shadows (Apprentice) [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - May activate, for 5 minutes apply your 'Damage Ceiling' to ‘Drain’ / ‘Pass’ / ‘Siphon’. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Shadows (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - May activate, for 5 minutes apply your 'Damage Ceiling' to ‘Drain’ / ‘Pass’ / ‘Siphon’. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Payback Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 80% Rare - Research: 35% Proficiency: 40% Formulas:

© Countering Shield (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When wielding a shield, you may use a non-force 'Counter' against a non-force melee attack which they successfully block with their shield. Call "Counter" and gain a non-force use of the blocked skill, must use within 10 seconds of

blocking the attack. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Countering Shield (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When wielding a shield, you may use a non-force 'Counter' against a non-force melee attack which they successfully block with their shield. Call "Counter" and gain a non-force use of the blocked skill, must use within 10 seconds of blocking the attack. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Countering Shield (Master) [Type]

Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When wielding a shield, you may use a non-force Counter' against a non-force melee attack which they successfully block with their shield. Call "Counter" and gain a non-force use of the blocked skill, must use within 10 seconds of blocking the attack. 1 / Logistics - When wielding a shield, you may use a 'Force Counter' against a non-force melee attack which they successfully block with their shield. Call "Counter" and gain a 'Force' use of the blocked skill, use within 10 seconds of blocking the attack. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Empowered Counter [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When an attacked by a skill with the 'Force' Key word, you may expend a use of 'Force Counter', and call "Sidestep, Empowered Counter, Force (X)". Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Protective Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 35% Rare - Research: 45% Proficiency: 65% Formulas:

© Armor Health Converting Augment +2 Type: GuardStone Rarity: Common Prerequisite: Artificing Description: Can only be installed into an unimproved Commoner 'Suit of Armor'. When this Augment is installed, the 'Suit of Armor' is changed into a Suit of Armor (+2 Base Health [Gear Increase]) with one slot and the 'User Friendly Perk', and the Augment is destroyed in the transformation process, freeing up the slot.

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Cost: PP (8), Copper (140), Fade Root (1)

© Defender (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Defend' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Defender (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Defend' skill. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Resilient [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Reduces the Suit of Armor's 'Damage Ceiling' by 1 (Minimum of 5). Can only be used on a ‘Suit of Armor’. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sure Grip (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sure Grip (Journeyman) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 3 / Battle - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Avoidance Armor Expertise Cost: 2 Skill Points Prerequisites: Avoidance Armor Expertise Common - Proficiency: 75% Rare - Research: 40% Proficiency: 40% Formulas:

Dodge (Journeyman) [Type]

Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing

Description: 3 / Logistics - One 'Bonus' use of the 'Dodge' skill. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Evasion (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Evade' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Parry (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Parry' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

© Stalwart (Journeyman) [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When wielding a shield, gain one [Non-Bonus] 'Parry' vs the 'Shield Cripple' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Protective Armor Expertise Cost: 3 Skill Points Prerequisites: Protective Armor Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 30% Formulas:

Defender (Master) [Type]

Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Defend' skill. 1 / Logistics - One 'Bonus' use of the 'Force Defend' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Masterwork [Type]

Type: Suit of Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - All bonus armor points received from ‘Period Materials’ (1 Point) and ‘Exceptional Apperance’ (Max of 2 Points) for the armor Phys rep are doubled. (Max of 3 additional Points from this recipe and this does not stack with the ‘Masterwork Perk’ recipe) Can only be used on a ‘Suit of Armor’. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Resilient Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduces the Suit of Armor's 'Damage Ceiling' by 1 (Minimum of 5). Can only be used on a ‘Suit of Armor’. Cost: Copper (200)

Resilient Weave [Type] Type: Suit of Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - Reduces the Suit of Armor's 'Damage Ceiling' by 2 (Minimum of 5). Can only be used on a ‘Suit of Armor’. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Sure Grip (Master) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Survival Armor Expertise Cost: 3 Skill Points Prerequisites: Survival Armor Expertise Common - Proficiency: 65% Rare - Research: 30% Proficiency: 25% Formulas:

© Fortification Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - one use of 'Resist Deathblow'. Cost: Copper (20)

Fortified (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Fortified (Master) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow'. 1 / Logistics - One 'Bonus' use of the 'Force Fortitude' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Fortitude Buff Type: Consumable, Buff Rarity: Rare Prerequisite: Artificing Description: One 'Bonus' use of the 'Force Fortitude' skill. (Duration Logistics) Cost: PP (8), Copper (70)

© Hidden Pack [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times – If you possess level 3 of the 'Hide' skill and when using the skill to hide another person, you may also choose to hide two additional people. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Survivor's [Type]

Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - When targeted by an effect which would cause unconsciousness, call "Reduced" to reduce the duration of the unconsciousness by half. (Doesn't stack with other unconsciousness reduction bonuses) Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Survival Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

© Concussion Helm [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - If wearing a helmet and effected by 'Knock Out', call "Reduced" and fall completely prone and you are 'Dazed' for the 5 minute duration. Healing effects that would bring you out of unconsciousness will heal you of your concussed state. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Dying Breath [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When affected by an Instant Death Effect (like Force Slay), call "Reduced" and you are instead affected by a 'Trip' with a 5 minute duration. If you do not receive a 'Force Restore Spirit' or a 'Raise Dead Salve' within 5 minutes, you fall into your 'Death Count'. Receiving a 'Force Restore Spirit' or a 'Raise Dead Salve' before the end of the 5 minutes will also end your 'Trip'. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fortified (Apprentice) [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - one use of 'Resist Deathblow'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Lethality Safeguard [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics -When affected by an Instant Death Effect (like Force Slay), you may call "Reduced" and you are immediately affected by 'Knock Out'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Preservation [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain +30 second 'Bleed Count'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Untouchable Armor Expertise Cost: 2 Skill Points Prerequisites: Superior Avoidance Armor Expertise Rare - Research: 35% Proficiency: 30% Formulas:

Dodge (Master) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Dodge' skill. 1 / Logistics - One 'Bonus' use of the 'Sidestep' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Parry (Master) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing

Description: 3 / Logistics - One 'Bonus' use of the 'Parry' skill. 1 / Logistics - One 'Bonus' use of the 'Sidestep' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Sidestep Buff

Type: Consumable, Buff Rarity: Rare Prerequisite: Artificing Description: One 'Bonus' use of 'Sidestep'. (Duration Logistics) Cost: PP (8), Copper (70)

Stalwart (Master) [Type]

Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When wielding a shield, gain one [Non-Bonus] 'Parry' vs the 'Shield Cripple' skill. 1 / Logistics - When wielding a shield, gain one [Non-Bonus] 'Sidestep' vs the 'Force Shield Cripple' skill. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Vitality Armor Expertise Cost: 2 Skill Points Prerequisites: Armorsmithing Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

© Vitality (Apprentice) [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Gain a 'Health Barrier' of 5. (Duration 5 Minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vitality (Journeyman) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Gain a 'Health Barrier' of 5. (Duration 5 Minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Vitality (Master) [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Gain a 'Health Barrier' of 5. (Duration 5 Minutes) 1 / Logistics - One 'Bonus' use of the 'Force Heroism' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Vitality 5 Polish

Type: Consumable, Polish Rarity: Common Prerequisite: Artificing Description: Gain 'Health Barrier' of 5. (Duration 5 Minutes) Cost: PP (2), Copper (5)

Armorsmithing Infusions

Armor of Cloth

Cost: 2 Skill Points Prerequisites: Points Invested (20), Armor of Trained Warrior Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion causes the targeted 'Suit of Armor' to meld with the user's clothing temporarily. All Times - The targeted 'Suit of Armor' may benefit from properties of the armor without wearing the armor Phys rep. A search of 'Conceal' level 5 will reveal the melded 'Armor of Cloth', which can be taken exactly as if it were an article of clothing. This infusion can be used at check-in. (Duration Logistics) [Target: Suit of Armor] Cost: Infusion Points (10)

Armor of Dauntless Evasion Cost: 2 Skill Points Prerequisites: Points Invested (20), Armor of Trained Warrior Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted implement may use the 'Evade' skill as a defense against an attack from as many separate creatures as they wish, at a maximum of one use of (non-Bonus) 'Evade' per attacker. (Duration 5 minutes) [Target: Native Implement] Cost: Infusion Points (20)

Armor of Lasting Shadow

Cost: 2 Skill Points Prerequisites: Points Invested (50), Armor of Safeguard Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may call "Reduced" when affected by 'Drain', 'Siphon', or 'Pass' in order to use their existing 'Damage Ceiling'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Armor of Safeguard Cost: 2 Skill Points Prerequisites: Points Invested (20), Armor of Trained Warrior Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement may call "No Effect" when affected by the 'Deathblow' ability; this may be used with any 'Damage Type'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Armor of the All Slide Cost: 2 Skill Points Prerequisites: Points Invested (50), Armor of Dauntless Evasion Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may call "Greatly Reduced" when affected (non-force) damage in order to use a 'Damage Ceiling' of 1 against the attack. This infusion does not work against the 'Magic' 'Damage Type'. (Duration 5 minutes) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Armor of the Arcanist Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement reduces the 'Damage Ceiling' of their existing 'Arcane Armor' by -1 (minimum of 4). (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

© Armor of the Fallen Oak

Cost: 1 Skill Point Prerequisites: Armor of Trained Warrior Proficiency: 65% Rarity: Common Description: The user of the targeted Implement may call "Reduced to Trip" to suffer a 'Trip' instead of 'Repel'. (Duration 5 minutes) [Target: Native Implement] Cost: Infusion Points (5)

Armor of the Guarded One Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 40% Proficiency: 35% Rarity: Rare Description: This Infusion allows the Artificer who performed this infusion to, 5 times a Battle, use the (Non-Bonus) 'Defend' skill to protect the user of the targeted implement. (Duration Logistics) [Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

Armor of the Unyielding Defender Cost: 2 Skill Points Prerequisites: Points Invested (20), Armor of Trained Warrior Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement may use the 'Defend' skill on as many separate targets as they wish, at a maximum of one use of 'Defend' per target. (Duration 5 minutes) [Target: Native Implement] Cost: Infusion Points (10)

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© Armor of Trained Warrior

Cost: 1 Skill Point Prerequisites: Armorsmithing Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted implement is Considered 'Trained' in utilizing Armorsmithing items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Artificer's Mark Cost: 1 Skill Point Prerequisites: Armorsmithing Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Bolster Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

© Boon of Concealment Cost: 1 Skill Point Prerequisites: Armorsmithing Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains +3 levels of 'Concealment' when hiding objects on their body. The user does not need to already have the 'Conceal' skill in order to benefit. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Deathly Refusal Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted implement gains 'Immunity' to 'Normal' 'Killingblow' / 'Deathblow'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of Impossible Speed

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted implement gains 5 'Sidestep' (non-bonus). (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Paranoia Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted implement gains 1 / Battle - one 'Bonus' use of the 'Sidestep' skill, which may only be used against the first attack they are hit with in each battle. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

Boon of Rested Vitality Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement gains a 'Health Barrier' of 7 each time they finish a 'Short Rest'. The user must call "Rested Vitality". (Health Barrier Duration Logistics) (Infusion Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

Boon of Righteous Rescue Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Obliterate You' spell, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

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Boon of Slayed Survival

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Slay' skill, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Boon of the Apprentice

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman

Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of

each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

© Boon of the Templar

Cost: 1 Skill Point Prerequisites: Armorsmithing Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement may cast 'Force Spells' in 'Heavy Armor'. (Duration Logistics) [Target: Suit of Armor (Heavy)] Cost: Infusion Points (2)

Boon of Versatile Defense Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement may choose to use either their 'Dodge' skill or their 'Parry' skill as the 'Evade' skill instead. The user must choose either 'Dodge' or 'Parry', not both, and the user may not benefit from this Infusion if they already possess the 'Evade' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Craft Hall Augment Installation

Cost: 1 Skill Point Prerequisites: Armorsmithing Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an Artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

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© Destroy Installed Augment Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

© Empower Craft Hall

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Onyx

Cost: Free (Armor Smithing Artificing Level 1) Prerequisites: Armor Smithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Onyx’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Mythril

Cost: Free (Armor Smithing Artificing Level 2) Prerequisites: Armor Smithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Mythril’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (2)

© Harvest Adamantium

Cost: Free (Armor Smithing Artificing Level 3) Prerequisites: Armor Smithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Adamantium’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (4)

© Infused Examination

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

© Install Guardstone Augment

Cost: Free Prerequisites: Armorsmithing Artificing Level 1 Rarity: Common Description: This Infusion allows an artificer to install an GuardStone Augment which they possess into a targeted Armor Implement. In order to be targeted by this infusion, the targeted Armor Implement must either be unimproved Commoner Equipment (for instance, an ordinary shield / mage bracers / suit of armor), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain

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stationary, with the Armor Implement in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Unbounded Augment Installation Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This infusion allows an artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Weaken Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall] Cost: Infusion Points (15)

Armorsmithing Elusives

Armor of The Wall Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (50), Armor of The All Slide, Superior Protective Armor Expertise Group Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains a 'Health Barrier' of 50, and may attack for 'Repel' at-will so long as their right foot does not move. Taking damage or using skills does not end this infusion early. (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Augment of Health +2 Cost: 3 Skill Points Type: GuardStone Prerequisites: Dauntless Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain +2 Base Health [Power Increase] (Can only be created as an Augment). Cost: ?????????????

Boon of Premonition Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100) Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains one use of 'Premonition', which they may call as a 'Defense' against any effect, including 'Assassinate', 'Dire' effects, and unique abilities (Plot Discretion). (Duration Logistics) [Target: Native Implement] Cost: ?????????????

Boundless Armor Buff +2 Cost: 3 Skill Points Type: Consumable, Buff Prerequisites: Points Invested (50), Dauntless Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain +2 Base Health [Stackable Increase]. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Danger-Bond GuardStone Cost: 3 Skill Points Type: GuardStone Prerequisites: Untouchable Armor Expertise, Superior Protective Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This unique recipe produces 2 linked augments and once they are both installed, they gains the following ability. All Times – May use a phone or radio to call the user of the other linked Danager-Bond GuardStone to inform them if your personal status changes to anyone of the following: Bleeding, Dying, Unconscious, or Conscious. Cost: ?????????????

Dimming Light (Master) [Type] Cost: 3 Skill Points Type: Armor / GuardStone Prerequisites: Mystic School Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - May apply your 'Damage Ceiling' to ‘Cleanse’. 1 / Logistics - Reduce 'Force Restore Your Spirit' spell to 20 points

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of damage (throw threshold), you must call "Reduced to 20 points of damage". Cost: ?????????????

Edge of Death [Type] Cost: 3 Skill Points Type: Armor / GuardStone Prerequisites: Superior Protective Armor Expertise Proficiency: ??% Research: ??% Rarity: Elusive Description: 1 / Logistics - When effected by an Instant Death Effect (like Force Slay) , call "Reduced to 20 points of Damage" and receive 20 points of 'Force' damage instead of falling into your 'Death Count'. Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced Armor Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

Evasion (Master) [Type] Cost: 3 Skill Points Type: Armor / GuardStone Prerequisites: Untouchable Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 3 / Logistics - One 'Bonus' use of the 'Evade' skill. 1 / Logistics - One 'Bonus' use of the 'Sidestep' skill. Cost: ?????????????

Horror’s [Type] Cost: 3 Skill Points Type: Armor / GuardStone Prerequisites: Points Invested (75), Mystic School Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive- (Necromancy) Description: 1 / Logistics - One 'Bonus' use of the 'Terror' effect. Cost: ?????????????

Lasting Shadows Buff Cost: 3 Skill Points

Type: Consumable, Buff Prerequisites: Buff & Polish Armor, Mystic School Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: May apply your 'Damage Ceiling' to Drain / Pass / Siphon. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Reflect Magic Buff Cost: 3 Skill Points Type: Consumable, Buff Prerequisites: Points Invested (50), Buff & Polish Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: One 'Bonus' use of the 'Reflect Magic' defense. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Shadows (Master) [Type] Cost: 3 Skill Points Type: Armor / GuardStone Prerequisites: Lasting Shadow Buff Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - May apply your 'Damage Ceiling' to ‘Drain’ / ‘Pass’ / ‘Siphon’. Cost: ?????????????

Superior Suit of Armor (+4 Health) Cost: 3 Skill Points Type: Suit of Armor Prerequisites: Dauntless Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain +4 Base Health [Gear Increase] (Can only be created as a ‘Suit of Armor’) Cost: ?????????????

Vitality 10 Polish Cost: 3 Skill Points Type: Consumable, Buff Prerequisites: Points Invested (50), Vitality Armor Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain 'Health Barrier' of 10. (Duration 5 Minutes) ** Trained Only ** Cost: ?????????????

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Medicine Artifice

FleshWard - A band of leather, a piece of bone, a phylactery of blood, or even a patch of fur.

BloodStone Augment: Bloodstones are often made using the augmented or enchanted blood of strange

and unique creatures. When added to a character's FleshWard, a BloodStone augments and alters the

anatomy of the user, twisting their flesh, hardening their bones, and sharpening their senses.

BloodStone Rules Mechanic: These augments usually grant new powers, enhancing a user’s senses,

bolstering their unarmored health, and providing powers thematically tied to specific monstrous

creatures.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the

Medical Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Tellurian Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Fade Root

Install BloodStone Augment

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Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

The character automatically becomes proficient with one individual Common Formula from the Medical

Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Onyx

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the Medical

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Red Ruby Dust

Medical Artifice Formulas and Infusions

Medical Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Tellurian Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Tellurian Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced FleshWard Fundamentals Expertise Cost: 4 Skill Points Prerequisites: FleshWard Fundamentals Expertise Rare - Research: 35% Proficiency: 25% Formulas:

Enhancement - Double Augment

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

Enhancement - Triple Perk

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

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Medical Knowledge (Journeyman) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Medicine / Salves / FleshWard / BloodStone. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

Medical Knowledge (Master) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Master) Craftsmanship with one of the following specializations: Medicine / Salves / FleshWard / BloodStone. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

Salve Storing Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Salve' for later use. At any point within the same logistics, you may call “Activate (Salve X)”. Upon storing the 'Salve', you must give it to a marshal, and the marshal must be told that the 'Salve' has been stored for later use. No more than 1 'Salve' may be stored at one time. While a 'Salve' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the Cost: Copper (200)

Strong Spirited Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain +1 minute to your 'Death Count'. Cost: Copper (400)

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Applied Medicine Expertise Cost: 3 Skill Points Prerequisites: Medicine Artificing Rare - Research: 30% Proficiency: 25% Formulas:

Faster Aid [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times - If you are able to use First Aid at will, you may use the 'First Aid' skill on 5 Count instead of 10 Count. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Hypodermic [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Salve' for later use. The next attack may be called, "Activate (Salve X)". Upon storing the 'Salve', you must give it to a marshal, and the marshal must be told that the 'Salve' has been stored for later use. No more than 1 'Salve' may be stored at one time. While a 'Salve' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Salve'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Medicine Artificer. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Medical Aid [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to use the 'Status' skill and the 'First Aid' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Medical Apprentice [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in Medicine utilizing items, can use the 'First Aid' skill, can use the 'Status' skill, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Quick Salves Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use an Salve to a 3 count instead of a 5 count. Cost: Copper (200)

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Discerning Medicine Expertise Cost: 3 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 40% Formulas:

© Bog-Fairy (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Truevision 5' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Curative Examination [Type]

Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - If you possess the 'Medicine' Level 3 skill, you may perform an 'Examination' followed by a 'Grant Well Being'. (must role-play the 'Examination' and receive the appropriate information) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Discerning Eye (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: All times - Gain +1 level to the 'Conceal' skill for purposes of searching. (Does not require 'Conceal' skill) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fast Identification Perk (Medicine) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (FleshWard / BloodStone), you are able to identify it's properties in 30 seconds instead of 1 minute. Cost: Copper (20)

© Magic Knowledge (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Wraith's Nightmare (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Negate Ethereal' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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FleshWard Fundamentals Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 50% Formulas:

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

© Medical Aid Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - If this implement is 'User Friendly', gain the ability to use the 'Status' skill and the 'First Aid' skill. Cost: Copper (20)

© Medical Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Medicine / Salves / FleshWard / BloodStone. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

© Salve Storing [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Salve' for later use. At any point within the same logistics, you may call “Activate (Salve X)”. Upon storing the 'Salve', you must give it to a marshal, and the marshal must be told that the 'Salve' has been stored for later use. No more than 1 'Salve' may be stored at one time. While a 'Salve' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Salve'. Note - This item can be crafted as a 'GuardStone' or 'Armor Implement' by a Medicine Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Masterful Discerning Medicine Expertise Cost: 3 Skill Points Prerequisites: Superior Discerning Medicine Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

Bog-Fairy (Master) [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Truevision 5' spell. 1 / Logistics - One 'Bonus' use of the 'Truevision 30' spell. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Discerning Eye (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All times - Gain +3 level to the 'Conceal' skill for purposes of searching. (Does not require 'Conceal' skill) Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Fast Examination [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: All Times - Reduce the base 'Examination' skill from a 30 count to a 15 count when using the 'Examination' medicine ability. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Magic Knowledge (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. 1 / Logistics - One 'Bonus' use of the 'Ritual Identify' spell. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© True Vision 5 Salve Type: Consumable Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Truevision 5' spell. Cost: PP (3), Copper (20)

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Masterful Protective Medical Expertise Cost: 2 Skill Points Prerequisites: Superior Protective Medical Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 40% Formulas:

Augment of Health +1 Type: BloodStone Rarity: Rare Prerequisite: Artificing Description: All Times - Gain +1 Base Health [Power Increase] (Can only be created as an Augment). Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1)

Fortified (Master) [Type] Type: Admixture / Armor / BloodStone / Elixir / FleshWard / GuardStone Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow'. 1 / Logistics - One 'Bonus' use of the 'Force Fortitude' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Hunker Down Salve

Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Hunker Down' skill. Cost: PP (2), Copper (5)

Meat Shield's (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Hunker Down' skill. 1 / Logistics - One 'Bonus' use of the 'Innate Grant Wellbeing' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

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Mighty Physique Medical Expertise Cost: 3 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 45% Formulas:

© Mighty Muscle (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Activate to gain the effects of a ‘Potency Potion’. All Times - Gain +1 level of ‘Strength’, and no additional ‘Feats of Strength’. This is a [Gear Increase] if created into a FleshWard or is a [Power Increase] created as a BloodStone. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Mighty Muscle (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Activate to gain the effects of a Potency Potion. All Times - Gain +2 levels of ‘Strength’, and no additional ‘Feats of Strength’. This is a [Gear Increase] if created into a FleshWard or is a [Power Increase] created as a BloodStone. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rageful (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Rage' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Rageful (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Rage' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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© Ranger's Ally (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Activate to gain the 'Dual Wield' Level 1 ability. (Duration 30 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Ranger's Ally (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 2 / Logistics - Activate to gain the 'Dual Wield' Level 2 ability. (Duration 30 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Necrotic Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 65% Formulas:

© Disguise Undead Salve Type: Consumable, Salve Rarity: Common - (Necromancy) Prerequisite: Artificing Description: If applied to an Undead, changes the appearance of an undead to look humanoid. (Duration Logistics) Cost: PP (3), Copper (20)

Effective Betrayal [Type] Type: BloodStone / FleshWard Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - When you cast the 'Cause Betrayal' spell, you may immediately throw a spell packet of "Innate Repel You' at the same target. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Shadow Form Salve Type: Consumable, Salve Rarity: Common - (Necromancy) Prerequisite: Artificing Description: Immediately gain the effects of the 'Shadow Form' spell. Cost: PP (2), Copper (5)

© Weakening Strength [Type] Type: BloodStone / FleshWard Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - When casting the 'Weaken You' spell, gain +4 'Strength' [Stackable Increase]. (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Protective Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 65% Formulas:

© Arcanist Defensive (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Phase / Transcend the Physical' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fortified (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - one use of 'Resist Deathblow'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Free Will Salve Type: Consumable, Salve Rarity: Rare Prerequisite: Artificing Description: Gain 1 use of 'Resist Mind Control'. (Duration Logistics) Cost: PP (5), Copper (40)

© Meat Shield's (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Hunker Down' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Rejuvenating Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 60% Formulas:

Heroism Salve Type: Consumable, Salve Rarity: Rare Prerequisite: Artificing Description: Immediately gain the effects of the 'Force Heroism' spell. Cost: PP (6), Copper (50)

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© Mystic Healer (Apprentice) [Type]

Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - May use the ‘Healer’s Touch’ (4) skill. (Duration 30 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vigorous (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Vigor' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Wellness of Being (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Grant Wellbeing' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Rejuvenation Mastery Medical Expertise Cost: 2 Skill Points Prerequisites: Superior Rejuvenating Medical Expertise Common - Proficiency: 70% Rare - Research: 35% Proficiency: 50% Formulas:

Lesser Restoration Salve

Type: Consumable, Salve Rarity: Rare Prerequisite: Artificing Description: Immediately choose one Non-force combat skill you have, and gain the effects of a 'Rest' for that skill. Cost: PP (8), Copper (70)

© Panacea Salve Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Immediately removes all standard negative status effects from a living creature (those that would be remedied by 'Grant Wellbeing'). Cost: PP (2), Copper (5)

© Reparation [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: All Times - Become fully healed of all damage at the end of a 'Short Rest'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vigorous (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Vigor' skill. 1 / Logistics - One 'Bonus' use of the 'Self-Only Force Heroism' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

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Skulking Flesh Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 65% Rare - Research: 40% Proficiency: 50% Formulas:

© Surprising Assault (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Invisibility 5' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Surprising Assault (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Invisibility 5' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vine Horror (Apprentice) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Activate to gain the 'Hide' Level 1 ability. (Duration 30 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vine Horror (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Activate to gain the 'Hide' Level 2 ability. (Duration 30 minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Discerning Medicine Expertise Cost: 3 Skill Points Prerequisites: Discerning Medicine Expertise Rare - Research: 40% Proficiency: 30% Formulas:

Bog-Fairy (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Truevision 5' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Discerning Eye (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All times - Gain +2 level to the 'Conceal' skill for purposes of searching. (Does not require 'Conceal' skill) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Eagle Eye [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - May add the 'Force' keyword to any attack you make. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Examinations [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - May use the 'Examination' medicine ability. This ability may be used by touching the target and stating “Examination” then performing a 30 second count, during which they must role play examining them. At the end of the 30 seconds they may discover the following information: Information from the Status ability. Current and maximum health. Current level of strength. Any potions, poisons, diseases, spells, or spell-like abilities in effect on them. Time left on Bleed and Death counts, if applicable. The cause of wounds currently being suffered, if applicable. Precise cause of death, if applicable. Other information at marshal discretion. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Magic Knowledge (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Wraith's Nightmare (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Negate Ethereal' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Mighty Physique Medical Expertise Cost: 4 Skill Points Prerequisites: Mighty Physique Medical Expertise Common - Proficiency: 75% Rare - Research: 30% Proficiency: 25% Formulas:

Mighty Muscle (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Activate to gain the effects of a Potency Potion. 1 / Logistics - Activate to gain the effects of +4 Strength [Stackable Increase]. (Duration 5 minutes) All Times - Gain +3 levels of ‘Strength’, and no additional ‘Feats of Strength’. This is a [Gear Increase] if created into a FleshWard or is a [Power Increase] created as a BloodStone. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Ogre Strength - [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times - Gain +2 levels of Static Strength, and no additional feats of Strength. This is a [Gear Increase] if created into a FleshWard or is a [Power Increase] created as a BloodStone. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rage Salve Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Rage' skill. Cost: PP (3), Copper (20)

Rageful (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Rage' skill. 1 / Logistics - One 'Bonus' use of the 'Forceful Assault' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

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Ranger's Ally (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Activate to gain the 'Dual Wield' Level 3 ability. (Duration 30 minutes) Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Troll-Skin [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of Regenerate on a 10 count ("Regenerate 1, Regenerate 2...etc."). You must be conscious in order to use this ability, and taking damage interrupts the 'Regeneration' count. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Protective Medical Expertise Cost: 3 Skill Points Prerequisites: Protective Medical Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

Arcanist Defensive (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Phase / Transcend the Physical' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Armored Skin FleshWard

Type: FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times – Gain +2 Base Health [Gear Increase] Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Courage Salve Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Immediately makes a character immune to 'Terror' for 5 minutes. This does not make a character immune to ‘Fear’. Cost: PP (2), Copper (5)

Fortified (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - one use of 'Resist Deathblow'.

Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Meat Shield's (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Hunker Down' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Rejuvenating Medical Expertise Cost: 2 Skill Points Prerequisites: Rejuvenating Medical Expertise Common - Proficiency: 75% Rare - Research: 40% Proficiency: 40% Formulas:

Mystic Healer (Journeyman) [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - May use the ‘Healer’s Touch’ (8) skill. (Duration 30 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Regeneration Salve Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Gain 1 'Bonus' use of Regeneration on a 10 Count ("Regenerate 1, Regenerate 2...etc."). You must be conscious in order to use this ability, and taking damage interrupts the 'Regeneration' count. (Duration 5 minutes) ** Trained Only ** Cost: PP (3), Copper (20)

Vigorous (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Vigor' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Wellness of Being (Journeyman) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Grant Wellbeing' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Skulking Flesh Medical Expertise Cost: 2 Skill Points Prerequisites: Skulking Flesh Medical Expertise Common - Proficiency: 75% Rare - Research: 40% Proficiency: 50% Formulas:

Concealing Skin [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All times - If you possess the 'Conceal' skill, gain +6 levels for purposes of hiding objects on your own person. Cost: PP (8), Copper (170), Tellurian Dust (1), Mythirl (1) Implement Additional Cost: Philosopher’s Dust (1)

© Invisibility 5 Salve Type: Consumable, Salve Rarity: Common Prerequisite: Artificing Description: Immediately gain the effects of the 'Invisibility 5' spell. Cost: PP (3), Copper (20)

Vine Horror (Master) [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - Activate to gain the 'Hide' Level 3 ability. (Duration 30 minutes) 1 / Logistics - One 'Bonus' use of the 'Hidden Dash' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Vine Horror Skin [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Activate while Hidden in order to gain Move-in-Hide (Duration 5 Minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Survivalist Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 60% Formulas:

Antitoxin Organ [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When consuming a 'Silence' / 'Disease' / 'Paralyze' / 'Betrayal' / ‘Blood’ / ’Death’ poison, call "Resist" and resist the effects of the poison.

Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Disease Resistant [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When affected by 'Disease', you may call "Reduced" and resist the negative health effects of the 'Disease' but are still 'Slowed' for 10 Seconds. All Times - Automatically removes any normal diseases at the end of a 'Short Rest'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Preservation [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: All Times - Gain +30 second 'Bleed Count'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Spirit Reservoir (Staunching) [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: All Times - Gain +2 minute to your 'Death Count'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Vital Health Medical Expertise Cost: 2 Skill Points Prerequisites: Medicine Artificing Common - Proficiency: 65% Rare - Research: 45% Proficiency: 55% Formulas:

© Hunkered Toughness [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Whenever you use the 'Hunker Down' skill, you may call “Empowered” and immediately gain a 'Health Barrier' of 3. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Minor Vitality [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All Times - When casting the 'Vitality' spell on others beside yourself, gain a +2 [Stackable] to the 'Health Barrier' total. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Toughened Rage [Type]

Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When entering a 'Rage' stance, you may call “Empowered” and your damage is reduced by 1, and gain a 'Health Barrier' of 10. (Duration 5 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Vigorous Dredger [Type] Type: BloodStone / FleshWard Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When activate the 'Vigor' skill, you may call “Empowered” and gain a 'Health Barrier' of 5. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Medicine Infusions

Artificer's Mark Cost: 1 Skill Point Prerequisites: Medicine Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© Balm of Aid Cost: 1 Skill Point Prerequisites: Medicine Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains the ability to use the 'Status' skill and the 'First Aid' skill at-will. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Balm of Deadly Fists Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability to grow 'Claws' on a five count (base damage of 2 'Normal') which are no larger than maximum length light weapons. 'Dual Wield' rules still apply. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Balm of Enchanted Fists Cost: 2 Skill Points Prerequisites: Points Invested (50), Balm of Deadly Fists Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement gains the ability to grow 'Claws' on a 5 count (base damage of 4 'Magic') which are no larger than maximum length light weapons. 'Dual Wield' rules still apply. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Balm of Might

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement gains +2 'Strength', 1 'Feat of Strength', +5 Base Health [Stackable Increase], and +1 Weapon Damage [Stackable Increase]. (Duration 5 minutes) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© Balm of Rejuvenation Cost: 1 Skill Point Prerequisites: Boon of Rested Vitality Proficiency: 65% Rarity: Common Description: The user of the targeted Implement is healed to full at the end of the 'Short Rest'. Additionally, when affected by 'Disease', the user may call "Reduced" in order to reduce the duration of the 'Disease' to only 10 seconds. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Balm of the Churgeon Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may call "Heal You 10" upon any creature which they have successfully healed using the 'First Aid' skill. This can only be used on a character that is in their 'Bleed Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

© Balm of the Trained Medic

Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 75% Rarity: Common Description: The user of the targeted implement is Considered 'Trained' in utilizing Medicine items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

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Blessed Catalyst

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: Use catalyst ingredients, personal essence, and infusion power to tap into a powerful existing source of Mystic Energy (such as a 'Mystic Well of Power'), causing the energy to spike erratically for a few brief moments, potentially causing the mystic energy to spread. This infusion may serve many purposes (at plot discretion), but if the source of the Mystic Energy is very powerful, then this Infusion can be used to transform a 'Charred Sufly Leaf' back into a 'Blessed Sufly Leaf'. Note - If this Infusion is used concurrently with the 'Effulgent Sufly Transformation Ritual' spell, then the casting cost of 'Effulgent Sufly Transformation Ritual' is reduced by 1 skill point, and removes the external source of Mystic Energy requirement.

Cost: Skill Point Burned (1), Infusion Points (10)

Bolster Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

Boon of Ambidexterity

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement gains all the benefits of the 'Dual Wield' level 3 skill. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Concealment Cost: 1 Skill Point Prerequisites: Medicine Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains +3 levels of 'Concealment' when hiding. objects on their body. The user does not need to already have the 'Conceal' skill in order to benefit. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Deathly Refusal Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted implement gains 'Immunity' to 'Normal' 'Killingblow' / 'Deathblow'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of Giant Strength

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted implement gains +10 'Strength' [Stackable Increase], including 5 'Feats of Strength'. (Duration 5 minutes) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

© Boon of Regeneration

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains the ability to 'Regenerate' on a 30 Count "Regenerate 1, Regenerate 2... etc." at-will. You must be conscious in order to use this ability, and taking damage interrupts the 'Regeneration' count. (Duration 30 minutes) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Rested Vitality Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement gains a 'Health Barrier' of 7 each time they finish a 'Short Rest'. The user must call "Rested Vitality". (Health Barrier Duration Logistics) (Infusion Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

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Boon of Righteous Rescue Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Obliterate You' spell, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of Slayed Survival

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Slay' skill, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Boon of The Gifted Healer

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Apprentice Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may use the 'Healer's Touch' level 2 (Heal You 8) spell at-will, and may use the 'First Aid' skill and the 'Status' ability at-will. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (15)

© Boon of the Apprentice

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables.

• Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman

Cost: 2 Skill Points Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

© Craft Hall Augment Installation Cost: 1 Skill Point Prerequisites: Medicine Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

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© Curative Medical History

Cost: 1 Skill Point Prerequisites: Medical History Proficiency: 65% Rarity: Common Description: This Infusion allows the Artificer to call "Curative Medical History, Grant Well Being", and affecting a target with the 'Well Being Salve' and the Artificer gains a detailed medical examination, gaining information from the 'Status' ability, as well the following details: • Current and maximum Health. • Current level of 'Strength'. • Any potions, poisons, diseases, spells, or spell-like abilities in effect on them. • Time remaining on their Bleed Count or Death Count (if applicable). • The cause of wounds currently being suffered (if applicable). • Precise cause of death (if applicable). • At plot discretion, the Artificer may also learn details of the target's physical past, and medical history as well as the intricacies of the target’s nutritional history, past injuries, and those life experiences which have left a physical mark upon the creature. Note: If the target is under the effect of 'Disguise', the physical past that is revealed is determined by the active disguise persona. [Target: Creature]

Cost: Infusion Points (5)

© Destroy Installed Augment

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

© Empower Craft Hall Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet).

• Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Facial Scrambling

Cost: 2 Skill Points Prerequisites: Points Invested (50), Medical History Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to assist a willing target in permanently erasing a 'Disguise' personas identity of choose. As a result of performing this Infusion, the Artificer learns the 'Race' of the disguise persona that was erased. [Target Creature] Cost: Infusion Points (40)

False Corpse

Cost: 2 Skill Points Prerequisites: Points Invested (50), Medical Stasis Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to target a creature, by maintaining touch during the full infusion count, this creature to immediately enter their 'Death Count', if not already there. During the next 60 minutes, the targeted creature's 'Death Count' is frozen, and their status if targeted by the 'Status' skill or 'Medical Examination' is 'Final Corpse'. At the end of the 60 minute infusion duration, the character's 'Death Count' begins again. Only the 'Medical History' Infusion or a 'Ritual Legend Lore' spell can reveal their true status. The creature must call "No Effect" if targeted by a 'Raise Dead Salve' or 'Restore Spirit' effect. These effects will still revive the creature, but they are delayed by 60 seconds. As an 'Out of Game' decision, players who have been targeted by this Infusion can choose to end their 'Death Count' and take a death at any point after they have been in their 'Death Count' for more than 20 minutes. [Target Creature]

Cost: Skill Point Burned (1), Infusion Points (10)

Generate Makeshift Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

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© Harvest Fade Root

Cost: Free (Medicine Artificing Level 1) Prerequisites: Medicine Artificing Level 1 Rarity: Common Description: At Logistics you can create 8 ‘Fade Root’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Onyx

Cost: Free (Medicine Artificing Level 2) Prerequisites: Medicine Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Onyx’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Red Ruby Dust

Cost: Free (Medicine Artificing Level 3) Prerequisites: Medicine Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Red Ruby Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (5)

© Infused Examination Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

Infusion of Lesser Restoration Cost: 2 Skill Points Prerequisites: Points Invested (20), Balm of Rejuvenation Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement immediately gains the effect of a 'Short Rest' for all uses of ONE of their existing non-force combat skills. [Target: Native Implement] Cost: Infusion Points (20)

© Install BloodStone Augment

Cost: Free Prerequisites: Medicine Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to install an BloodStone Augment which they possess into a targeted FleshWard. In order to be targeted by this infusion, the targeted FleshWard must either be unimproved Commoner Equipment (for instance, an ordinary scrap of leather), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary, with the FleshWard, in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

© Medical Cross Contamination

Cost: 1 Skill Point Prerequisites: Balm of the Trained Medic Proficiency: 65% Rarity: Common Description: Target a salve currently in hand, and immediately apply the targeted salve to a targeted creature without expending the salve. This Infusion only functions with the following salves: 'First Aid Salve', 'Vitality 5 Salve', 'Grant Well Being Salve', 'Raise Dead Salve', 'Panacea Salve', 'Courage Salve'. [Target: Poison] Cost: Infusion Points (5)

© Medical History Cost: 1 Skill Point Prerequisites: Balm of the Trained Medic Proficiency: 75% Rarity: Common Description: This Infusion is used to target a creature to perform a detailed medical examination, gaining information from the 'Status' ability, as well the following details: • Current and maximum Health. • Current level of 'Strength'. • Any potions, poisons, diseases, spells, or spell-like abilities in effect on them. • Time remaining on their Bleed Count or Death Count (if applicable). • The cause of wounds currently being suffered (if applicable). • Precise cause of death (if applicable). • At plot discretion, the Artificer may also learn details of the target's physical past, and medical history as well as the intricacies of the target’s nutritional history, past injuries, and those life experiences which have left a physical mark upon the creature. Note: If the target is under the effect of 'Disguise', the physical past that is revealed is determined by the active disguise persona. [Target: Creature]

Cost: Infusion Points (2)

© Medical Stasis

Cost: 1 Skill Point Prerequisites: Spare the Dying Proficiency: 65% Rarity: Common Description: This Infusion is used to target a creature in their 'Death Count' to halt the creature's 'Death Count' for as long as the Artificer maintains physical contact. While maintaining this Infusion, the Artificer cannot use any skills or abilities. [Target: Creature] Cost: Infusion Points (5)

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Resuscitation Cost: 2 Skill Points Prerequisites: Points Invested (20), Spare the Dying Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion is used to target a creature in their 'Death Count' to grant them the effect of a 'Raise Dead Salve'. [Target: Creature] Cost: Infusion Points (20)

Spare the Dying Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion is used to target a creature in their 'Bleed Count' or 'Death Count' to immediately extend their 'Death Count' by 20 minutes, until they are healed. This Infusion cannot be used on a targeted more than once per logistics. [Target: Creature] Cost: Infusion Points (10)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Weaken Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall] Cost: Infusion Points (15)

Medicine Elusives

Arcanist Defensive (Master) [Type] Cost: 3 Skill Points Type: BloodStone / FleshWard Prerequisites: Superior Protective Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 3 / Logistics - One 'Bonus' use of the 'Phase / Transcend the Physical' spell. 1 / Logistics - One 'Bonus' use of the 'Create Planar Transcendence' spell. Cost: ?????????????

Augment of Health +2 Cost: 3 Skill Points Type: BloodStone Prerequisites: Masterful Protective Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain +2 Base Health [Power Increase]. (Can only be created as an Augment). Cost: ?????????????

Balm of Coagulation Cost: 3 Skill Points Type: Infusion Prerequisites: Spare the Dying Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains +10 minutes to their 'Bleed Count'. (Duration Logistics) [Target: Native Implement] Cost: ?????????????

Balm of Supernal Might Cost: 3 Skill Points Type: Infusion Prerequisites: Balm of Might, Superior Mighty Physique Medical Expertise Group Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains +10 'Strength', 3 'Feat of Strength', the ability to 'Regenerate' on a 10 count while conscious (taking damage interrupts regen count. The user must be conscious to regenerate), +20 Base Health [Stackable Increase], and +1 Weapon Damage [Stackable Increase]. Note: Though the benefits of this infusion are stackable, this infusion does not stack with ‘Balm of Might’. (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

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Contingent Raise Dead Salve Cost: 3 Skill Points Type: Consumable, Salve Prerequisites: Points Invested (75), Superior Protective Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain 1 use of 'Contingency Raise Dead Salve'. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced FleshWard Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

Infusion of Restoration Cost: 3 Skill Points Type: Infusion Prerequisites: Infusion of Lesser Restoration Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement immediately gains the effect of a 'Short Rest'. [Target: Native Implement] Cost: ?????????????

Long Lasting Perk Cost: 3 Skill Points Type: Perk Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When this item is first attuned to a player, write the player's name on the 'Item Card'. From that point the player must check into an event with this item, but otherwise doesn't need to have the item close to them to benefit from the implement. Cost: ?????????????

Mystic Healer (Master) [Type] Cost: 3 Skill Points Type: BloodStone / FleshWard Prerequisites: Points Invested (75), Superior Rejuvenating Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 1 / Logistics - May use the ‘Healer’s Touch’ (12) skill. (Duration 30 minutes) 1 / Logistics - One 'Bonus' use of the 'Font of Life' spell. Cost: ?????????????

Obfuscate 5 Salve Cost: 3 Skill Points Type: Consumable, Salve Prerequisites: Points Invested (75), Necrotic Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This salve can be applied to a unconscious or dying targets, that target is affected by the 'Invisibility 5' spell. ** Trained Only ** Cost: ?????????????

Rebirth Salve Cost: 3 Skill Points Type: Consumable, Salve Prerequisites: Points Invested (100), Rejuvenation Mastery Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Immediately regain all skills as if going through Logistics, you are restored to full health and all negative status' (including bleed and death count) are removed. Cost: ?????????????

Slow Bleeder Perk Cost: 3 Skill Points Type: Perk Prerequisites: Survivalist Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain +30 second 'Bleed Count'. Cost: ?????????????

Surprising Assault (Master) [Type] Cost: 3 Skill Points Type: BloodStone / FleshWard Prerequisites: Skulking Flesh Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 3 / Logistics - One 'Bonus' use of the 'Invisibility 5' spell. 1 / Logistics - One 'Bonus' use of the 'Invisibility 30' spell. Cost: ?????????????

Surgery of The Mind Cost: 3 Skill Points Type: Infusion Prerequisites: Balm of the Trained Medic Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows the Artificer to assist a willing target in un-spending up to 25 skill points that were previously spent on purchasing skills. If the spending reversal removes all features of a particular Class, or all levels of a particular skill, then the Class / Skill Slot becomes available for use with another class/skill. Cost: ?????????????

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Surgery Ward Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (50), Resuscitation, Applied Medicine Expertise Group Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows the Artificer to perform a 'Foot Plant' at-will 'Raise Dead Salve'. They must perform a Revive 5 count "Revive 1, Revive 2… etc." per use of the 'Raise Dead Salve'. (Duration 5 minutes) [Target: Self] (STRENUOUS) Cost: ?????????????

Vitality 10 Salve Cost: 3 Skill Points Type: Consumable, Salve Prerequisites: Vital Health Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain 'Health Barrier' of 10. (Duration 5 Minutes) ** Trained Only ** Cost: ?????????????

Wellness of Being (Master) [Type] Cost: 3 Skill Points Type: BloodStone / FleshWard Prerequisites: Superior Rejuvenating Medical Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 3 / Logistics - One 'Bonus' use of the 'Grant Wellbeing' spell. 1 / Logistics - One 'Bonus' use of the 'Lay on Hands, Restore Spirit' spell. Cost: ?????????????

Wraith’s Nightmare (Master) [Type] Cost: 3 Skill Points Type: BloodStone / FleshWard Prerequisites: Superior Discerning Medicine Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: 3 / Logistics - One 'Bonus' use of the 'Negate Ethereal' spell. 1 / Logistics - One 'Bonus' use of the 'Negate Magic' spell. Cost: ?????????????

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Rune Crafting Artifice

SpellFocus - A Wand, Orb, or Crystal. Often a crystal amulet or occasionally even an ornate

bejeweled ring.

Focus Stone Augment: A Focus Stone is usually a wand or a small gemstone which has been marked

with a set of complex Runic Symbols. These stones can call forth magical powers to benefit the user of a

SpellFocus, empowering damaging spells or granting new offensive spell abilities.

Focus Stone Rules Mechanic: These augments usually grant offensive spell-casting abilities, or improve

existing offensive/damaging spell abilities which the user already possesses.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the Runic

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Celestial Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Fade Root

Install FocusStone Augment

Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

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The character automatically becomes proficient with one individual Common Formula from the Runic

Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Dragon Dust

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the Runic

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Red Ruby Dust

Runic Artifice Formulas and Infusions

Runic Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Celestial Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Celestial Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced Spell Focus Fundamentals Expertise Cost: 4 Skill Points Prerequisites: Spell Focus Fundamentals Expertise Rare - Research: 35% Proficiency: 25%

Formulas:

Enhancement - Double Augment

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

Enhancement - Triple Perk Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

Quick Runes Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use a Rune to a 3 count instead of a 5 count. Cost: Copper (200)

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Rune Storing Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Rune' for later use. At any point within the same logistics, you may call “Activate (Rune X)”. Upon storing the 'Rune', you must give it to a marshal, and the marshal must be told that the 'Rune' has been stored for later use. No more than 1 'Rune' may be stored at one time. While a 'Rune' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored Cost: Copper (200)

Runic Apprentice [Type]

Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Runecrafting items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Runic Knowledge (Master) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Master) Craftsmanship with one of the following specializations: Runecrafting / Runes / Wards / SpellFocus / FocusStone. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

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Burning Frost Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 45% Formulas:

© Freezing (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Freeze Your Limb' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Freezing (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Freeze Your Limb' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Igniting Burst (Apprentice) [Type]

Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Fireburst' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Igniting Burst (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Fireburst' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Lavaburst [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When casting the 'Fireburst' spell, the damage is for 'Burn You 20' instead of 'Burn You 5'. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rune of Fireburst 10 Type: Consumable, Rune Rarity: Common Prerequisite: Artificing Description: This rune allows you to immediately cast the 'Fireburst 10' spell. Cost: PP (2), Copper (5)

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Defensive Runic Expertise Cost: 2 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

© Arcane Health Converting Augment +2 Type: GuardStone Rarity: Common Prerequisite: Artificing Description: Can only be installed into an unimproved Commoner

'Mage Bracers'. When this Augment is installed the 'Mage

Bracers' is changed into a Mage Bracers (+2 Base Health [Gear

Increase]) with one slot and the 'User Friendly Perk’, and the

Augment is destroyed in the transformation process, freeing up

the slot.

Note - This item can be crafted as a 'GuardStone' by a Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1)

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Rune of Anticipate Blow Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: This rune allows you to immediately cast the 'Anticipate Blow' spell. Cost: PP (8), Copper (70)

Rune of Elemental Resistance Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain a reduce 'Damage Ceiling' to selected elemental by 1 (minimum 3), Element must be selected at rune activation. (Duration Logistics) ** Trained Only ** Cost: PP (5), Copper (40)

© Transmutation GuardStone Type: GuardStone Rarity: Common Prerequisite: Artificing Description: When installed in a 'Suit of Armor', this Augment changes the physical shape of the 'Suit of Armor'. After the Transmutation is successful or fails, the GuardStone is destroyed and crumbles, freeing up the slot. Works by Marshals discretion. Can only be created as a GuardStone. Note - This item can be crafted as a 'GuardStone' by an Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1)

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Eldritch Weaponry Runic Expertise Cost: 3 Skill Points Prerequisites: Superior Enchanted Weaponry Runic Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 30% Formulas:

Channeling (Journeyman) [Type] Type: FocusStone / SpellFocus / BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Channeling (Master) [Type] Type: FocusStone / SpellFocus / BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. 1 / Logistics - May cast a spell through your weapon, you must sill

begin the spell incant prior to attacking. When casting this one attack through your weapon, you may add the 'Force' Keyword. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Magic Damage [Type] Type: BladeStone / Weapon [Duel Implement] Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Magic'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Runecrafting Artificer. Please reference Weaponsmithing for [Duel Implement] rules. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Magic Sheath +10 Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: This rune allows you to immediately cast 'Magic Sheath +10' spell on a weapon. Cost: PP (6), Copper (50)

© Transmutation BladeStone Type: BladeStone Rarity: Common Prerequisite: Artificing Description: When installed in a 'Weapon', this Augment changes the physical shape of the 'Weapon'. After the Transmutation is successful or fails, the BladeStone is destroyed and crumbles, freeing up the slot. Works by Marshals discretion. Can only be created as a BladeStone. Some weapons may gain or lose slots based on the beginning and ending states of the Weapon. Note - This item can be crafted as a 'BladeStone' by a Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1)

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Enchanted Weaponry Runic Expertise Cost: 1 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 60% Rare - Research: 50% Proficiency: 75% Formulas:

© Air Damage [Type] Type: BladeStone / Weapon [Duel Implement] Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Air'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Runecrafting Artificer. Please reference Weaponsmithing for [Duel Implement] rules. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Earth Damage [Type] Type: BladeStone / Weapon [Duel Implement] Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Earth'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Runecrafting Artificer. Please reference Weaponsmithing for [Duel Implement] rules. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Elemental Weaponry (Apprentice) [Type]

Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Element Sheath +5' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Flame Damage [Type] Type: BladeStone / Weapon [Duel Implement] Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Flame'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Runecrafting Artificer. Please reference Weaponsmithing for [Duel Implement] rules. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Ice Damage [Type] Type: BladeStone / Weapon [Duel Implement] Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Ice'. Note - This item can be crafted as a 'Weapon' or a 'BladeStone' by a Runecrafting Artificer. Please reference Weaponsmithing for [Duel Implement] rules. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Magical Weapon Attunement Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain the ability to cast spells through your weapon, you must still incant. (Duration 5 minutes) Cost: PP (4), Copper (30)

© SpellSword’s Trick [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - Gain +1 to all 'Magic Sheath' spells [Stackable Increase] when cast as Magic Sheath, not as Elemental Sheath. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Forceful Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Rare - Research: 30% Proficiency: 25% Formulas:

Arcanist Boon [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Force Arcanist' spell. This can be used for all the standard variances ('Holocaust' / 'Anticipate Blows' / 'Earthquake'). Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Mystics Boon [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Force Mystic' spell. This can be used for all the standard variances ('Restore Your Spirit' / 'Heroism' / 'Obliterate You' / 'Enslave You'). Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Assault

Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain 1 'Bonus' use of 'Forceful Assault', which can only be used with a single spell packet. (Duration 5 minutes) Cost: PP (8), Copper (70)

Rune of Force Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain the ability to add the 'Force' keyword to the next 3 individually thrown damaging packets. (Duration Logistics) Cost: PP (6), Copper (50)

Rune of Force Mimic Magic Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain 1 'Bonus' use of 'Force Mimic Magic' spell. (Duration Logistics) ** Trained Only ** Cost: PP (8), Copper (70)

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Mountain Wind Runic Expertise Cost: 2 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 70% Rare - Research: 45% Proficiency: 55% Formulas:

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© Stumbling (Apprentice) [Type]

Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Trip You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Stumbling (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Trip You' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Wind Blast (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Repel You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Wind Blast (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Repel You' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Mystic Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 45% Rare - Research: 45% Proficiency: 55% Formulas:

© Charming (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Charm You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Charming (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Charm You' spell.

Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Cleansing Flame [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When casting a single packet 'Elemental Spellcasting' or 'Mystic Spellcasting' strike, the caster can choose to deal either 'Cleanse You' or 'Burn You' damage. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Pinning Wrist (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Restrain You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Pinning Wrist (Journeyman) [Type]

Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Restrain You' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vital Vitality [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - When casting the 'Vitality' spells, gain a +2 to the 'Health Barrier' total. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Necrotic Runic Expertise Cost: 2 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 70% Rare - Research: 45% Proficiency: 55% Formulas:

Betraying (Apprentice) [Type]

Type: FocusStone / SpellFocus Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Cause Betrayal' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Betraying (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Cause Betrayal' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Immobilizing (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Immobilize You' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Immobilizing (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Immobilize You' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Spell Edge Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 45% Rare - Research: 45% Proficiency: 55% Formulas:

© Executioner's Magic (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of "Summon SpellFocus to Deathblow (Spell Damage Type)" using a Spell Packet. If the character possesses At-Will 'Elemental Spellcasting', they may use 'Ice', 'Flame', 'Air', or 'Earth'. If the character possesses 'Mystic Spellcasting' they may use 'Cleanse' or 'Pass'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Mighty Spell [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - When using strikes from 'Elemental Spellcasting' or 'Mystic Spellcasting', gains +1 Spell Damage [Stackable Increase] when using 3 spell packets or +2 Spell Damage [Stackable Increase] when using one spell packet. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Quadstrike Spell [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Elemental Spellcasting' or 'Mystic Spellcasting' strike abilities, you may use a fourth spell packet when you are using the three spell packet option. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Rune of [Element] 10 Type: Consumable, Rune Rarity: Common Prerequisite: Artificing Description: This rune allows you to unleash 3 packets of '[Element] 10', where each packet must be thrown individually and in quick succession. When the rune is created you must choose an element ('Freeze' / 'Burn' / 'Shock' / 'Stone') for the [Element] keyword. ** Trained Only ** Cost: PP (3), Copper (20)

Spell Empowerment [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - When casting the ‘Empower Spell’ spell, +2 to your 'Empower Spell' total. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Spell Power Converting Augment +1 Type: BladeStone / FocusStone Rarity: Common Prerequisite: Artificing Description: Can only be installed into an unimproved Commoner 'SpellFocus' or 'Weapon'. When this Augment is installed the Implement is changed into an Implement of (Spell Damage +1 [Gear Increase]) with one slot and the 'User Friendly Perk', and the Augment is destroyed in the transformation process, freeing up the slot. Note - This item can be crafted as a 'BladeStone' by a Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1)

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Spell Focus Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 50% Rare - Research: 45% Proficiency: 65% Formulas:

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

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© Fast Identification Perk (Runecrafting) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (SpellFocus / FocusStone), you are able to identify it's properties in 30 seconds instead of 1 minute. Cost: Copper (20)

© Rune Storing [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Rune' for later use. At any point within the same logistics, you may call “Activate (Rune X)”. Upon storing the 'Rune', you must give it to a marshal, and the marshal must be told that the 'Rune' has been stored for later use. No more than 1 'Rune' may be stored at one time. While a 'Rune' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Rune'. Note - This item can be crafted as a 'GuardStone' or 'Mage Bracers' by a Runecrafting Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Runic Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Runecrafting / Runes / Wards / SpellFocus / FocusStone. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Runic Knowledge (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Runecrafting / Runes / Wards / SpellFocus / FocusStone. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

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Steady Magic Runic Expertise Cost: 2 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 65% Rare - Research: 40% Proficiency: 50% Formulas:

© Energy Burst [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 3 / Battle - When casting an At-Will spell from 'Elemental Spellcasting' and 'Mystic Spellcasting', the caster throws two consecutive spell packets instead of just one. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Steady Power +5 Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain +5 Spell Damage [Stackable Increase] for 5 minutes, only effects At-Will spells from 'Elemental Spellcasting' and 'Mystic Spellcasting'. (Does not stack with other runes of power) Cost: PP (6), Copper (50)

© Runic Energy (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - When casting an At-Will spell from 'Elemental Spellcasting' and 'Mystic Spellcasting', the caster throws two consecutive spell packets instead of just one. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Runic Energy (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - When casting an At-Will spell from 'Elemental Spellcasting' and 'Mystic Spellcasting', the caster throws two consecutive spell packets instead of just one. (Duration 5 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Burning Frost Runic Expertise Cost: 3 Skill Points Prerequisites: Burning Frost Runic Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 25% Formulas:

Freezing (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Freeze Your Limb' spell. 1 / Logistics - One 'Bonus' use of the 'Force Freeze Your Limb' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Glacial Fire [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Gains the ability to throw a single packet of non-force 'Freeze You 25' immediately after casting the 'Force Holocaust, Force Burn 100' spell. This packet must be thrown within five seconds. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1)

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Implement Additional Cost: Philosopher’s Dust (1)

© Holocaust Blaze [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When casting the 'Force Holocaust, Force Burn You 100' spell, the damage is for 'Force Burn You 130' instead. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Igniting Burst (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Fireburst' spell. 1 / Logistics - One 'Bonus' use of the 'Force Fireburst' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Power of Fire [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gains +1 Spell Damage [Stackable Increase] to all (Non-Force) 'Burn You' damaging spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast 'Freeze You' damaging spells for the remainder of the logistics. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Power of Water [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gains +1 Spell Damage [Stackable Increase] to all (Non-Force) 'Freeze You' damaging spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast 'Burn You' damaging spells for the remainder of the logistics. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Defensive Runic Expertise Cost: 3 Skill Points Prerequisites: Defensive Runic Expertise Common - Proficiency: 75% Rare - Research: 30% Proficiency: 25% Formulas:

Augment of Health +1 Type: BloodStone / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - Gain +1 Base Health [Power Increase]. (Can only be created as an Augment)

Note - This item can be crafted as a 'GuardStone' by a Runecrafting Artificer. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1)

Reflect Magic [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' ’Reactive’ use of the 'Reflect Magic' defense. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Boundless Defense +1

Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain +1 Health [Stackable Increase] if the user is not wearing armor. (Duration Logistics) ** Trained Only ** Cost: PP (6), Copper (50)

Rune of Create Planar Transcendence

Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: This rune allows you to immediately cast the 'Create Planar Transcendence' spell. ** Trained Only ** Cost: PP (8), Copper (70)

© Superior Mage Bracers (Arcane Health +2) Type: Mage Bracers Rarity: Common Prerequisite: Artificing Description: All Times - Gain +2 Base Health [Gear Increase] (Can only be created as 'Mage Bracers') Note - This item can be crafted as a 'Mage Bracers' by a Runecrafting Artificer. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Enchanted Weaponry Runic Expertise Cost: 3 Skill Points Prerequisites: Enchanted Weaponry Runic Expertise Common - Proficiency: 65% Rare - Research: 45% Proficiency: 45% Formulas:

© Channeling (Apprentice) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Elemental Weaponry (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Element Sheath +5' spell. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Elemental Weaponry (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Element Sheath +5' spell. At logistics - May chooses one elemental damage type (Flame, Ice, Air, or Earth), gain the ability to use that weapon 'Damage Type' at-will with all weapons. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Enchanted Edge [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - When casting the ‘Elemental Sheath’ spell, gain +2 to your 'Elemental Sheath' total. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Spell Striking Weapon [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - May cast 'Element Spellcasting' strikes or a 'Mystic Spellcasting' strikes (1 or 3 packet variant) through your weapon, you must begin the spell incant prior to attacking. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Mountain Wind Runic Expertise Cost: 3 Skill Points Prerequisites: Mountain Wind Runic Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 35% Formulas:

© Earthquake Upheaval [Type]

Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When casting the 'Earthquake, Force Stone You 40' spell, the damage is for 'Force Stone You 60' instead. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Power of Air [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gains +1 Spell Damage [Stackable Increase] to all (Non-Force) 'Shock You' damaging spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast 'Stone You' damaging spells for the remainder of the logistics. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Power of Earth [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gains +1 Spell Damage [Stackable Increase] to all (Non-Force) 'Stone You' damaging spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast 'Shock You' damaging spells for the remainder of the logistics. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Stumbling (Master) [Type]

Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Trip You' spell. 1 / Logistics - One 'Bonus' use of the 'Force Trip You' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Wind Blast (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Repel You' spell. 1 / Logistics - One 'Bonus' use of the 'Force Repel You' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Mystic Runic Expertise Cost: 3 Skill Points Prerequisites: Mystic Runic Expertise Common - Proficiency: 80% Rare - Research: 30% Proficiency: 25% Formulas:

Charming (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Charm You' spell. 1 / Logistics - One 'Bonus' use of the 'Force Charm You' spell.

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Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Cleansing Echo [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Gain the ability to throw a single packet of (non-force) 'Cleanse You 25' spell immediately after casting the 'Force Restore Your Spirit' spell. This packet must be thrown within five seconds. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Cleansing Light [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: Between 6am and 6pm - Gains +2 Spell Damage [Stackable Increase] to all (Non-Force) 'Cleanse You' spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast any and all necromantic spells for the remainder of the logistics. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Pinning Wrist (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Restrain You' spell. 1 / Logistics - One 'Bonus' use of the 'Force Restrain You' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Power of Life [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gains +2 Spell Damage [Stackable Increase] to all (Non-Force) 'Cleanse You' and 'Heal You' spells. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast any and all necromantic spells for the remainder of the logistics. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Necrotic Runic Expertise Cost: 3 Skill Points Prerequisites: Necrotic Runic Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 30% Formulas:

Betraying (Master) [Type]

Type: FocusStone / SpellFocus Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Cause Betrayal' spell. 1 / Logistics - One 'Bonus' use of the 'Force Cause Betrayal' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Call of Darkness [Type] Type: FocusStone / SpellFocus Rarity: Common - (Necromancy) Prerequisite: Artificing Description: Between 6pm and 6am - Gains +2 damage [Stackable Increase] to all (Non-Force) 'Drain You' damaging spells they cast. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast any and all “Summon Life” mystic spells for the remainder of the logistics. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Immobilizing (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Immobilize You' spell. 1 / Logistics - One 'Bonus' use of the 'Force Immobilize You' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Power of Death [Type] Type: FocusStone / SpellFocus Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: All Times - Gains +2 Spell Damage [Stackable Increase] to all (Non-Force) 'Drain You' damaging spells. Once a caster has benefited from this effects during a specific logistics, they lose any ability they previously had to cast 'Cleanse You' and 'Heal You' damaging spells for the remainder of the logistics. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Energetic Necromancy Type: Consumable, Rune Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: Gain the ability make all non-Damaging Necromancy and non-Force Damaging Necromancy spells 2 packets. (Duration 5 minutes) Cost: PP (8), Copper (70)

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Superior Spell Edge Runic Expertise Cost: 3 Skill Points Prerequisites: Spell Edge Runic Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 35% Formulas:

© Executioner’s Magic (Journeyman) [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of "Summon SpellFocus to Deathblow (Spell Damage Type)" using a Spell Packet. If the character possesses At-Will 'Elemental Spellcasting', they may use 'Ice', 'Flame', 'Air', or 'Earth'. If the character possesses 'Mystic Spellcasting' they may use 'Cleanse' or 'Pass'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Executioner’s Magic (Master) [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - One 'Bonus' use of "Summon SpellFocus to Deathblow (Spell Damage Type)" using a Spell Packet. If the character possesses At-Will 'Elemental Spellcasting', they may use 'Ice', 'Flame', 'Air', or 'Earth'. If the character possesses 'Mystic Spellcasting' they may use 'Cleanse' or 'Pass'. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Heightened Magic Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: This rune increases the next 'Spell Strike' by +4 damage for the three packets casting, or +8 damage for 1 packet casting. [Stackable Increase] (Duration Logistics) Cost: PP (4), Copper (30)

© Superior Implement (Spell Damage +1) Type: SpellFocus / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Gain Spell Damage +1 [Gear Increase] Note - This item can be crafted as a 'Weapon' by a Runecrafting Artificer. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Words of Power Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain a unique incant, as approved by the plot team. Cost: Copper (400)

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Superior Steady Magic Runic Expertise Cost: 2 Skill Points Prerequisites: Steady Magic Runic Expertise Common - Proficiency: 75% Rare - Research: 45% Proficiency: 45% Formulas:

Quickened Casting [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce your At-Will 'Elemental Spellcasting' or 'Mystic Spellcasting' spells from a 5 count to a 4 count. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Rune of Fast Casting Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: Gain the ability to reduce all At-Will spells from 'Elemental Spellcasting' and 'Mystic Spellcasting' from a 5 count to a 3 count. (Duration 5 minutes) Cost: PP (5), Copper (40)

Spell Storm [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Reduce your At-Will 'Elemental Spellcasting' or 'Mystic Spellcasting' spell incant count from a 5 count to standard incant. (Duration 5 minutes) Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Steady Casting [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - Gain +1 spell damage [Stackable Increase] to all At-Will spells from 'Elemental Spellcasting' and 'Mystic Spellcasting', so long as you are using the full unmodified 5 count incant. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Unpredictable Magic Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

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Infinite Whispers [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - Gain a unique incant, as approved by the plot team, chosen at the beginning of each logistics. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Musclebound Spell Stance [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Call "Musclebound Spell Stance" and expend multiple 'Feats of Strength' to gain increased spell damage with all non-force offensive spells. The damage increase is equal to +1 damage [Stackable Increase] for every 1 'Feat of Strength' expended (Maximum of 5 'Feats of Strength'). [Stance] (Duration 5 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Raging Fury [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - When in a 'Rage' stance, gain an additional +2 Spell Damage [Stackable Increase] to all (non-Force) offensive spells. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Skulker +4 [Type] Type: FocusStone / SpellFocus Rarity: Rare Prerequisite: Artificing Description: All Times - When casting a non-Force offensive damaging spell from behind your target, gain +4 Spell Damage (If created as a SpellFocus [Gear Increase] or if created as a FocusStone [Power Increase]). Usable with Spell Packets ONLY. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Surging Wave [Type] Type: FocusStone / SpellFocus Rarity: Common Prerequisite: Artificing Description: All Times - When casting a non-Ritual 'Mass Packet' spell, like 'Fireburst' or 'Force Earthquake', gain an additional 10 spell packets, for a total of 20 packets. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Warded Runic Expertise Cost: 3 Skill Points Prerequisites: Runecrafting Artificing Rare - Research: 40% Proficiency: 45% Formulas:

Rune of Create Lasting Ward

Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: As the Create/Destroy Ward Rune, but creates a Lasting Ward. A Lasting Ward has a 6 month duration. This duration must be written on the back of the Lasting Ward Rune Card and signed by a Marshal. The Lasting Ward Rune card must then be kept with the building card of the building it was used on. If a Lasting Ward is destroyed by a Create/Destroy Ward Rune it is instead left suppressed until the next logistics. Cost: PP (8), Copper (70)

Rune of Create Master Lasting Ward Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: As the Create/Destroy Ward Rune, but creates a Master Lasting Ward. A Master Lasting Ward has a 6 month duration. This duration must be written on the back of the Master Lasting Ward Rune Card and signed by a Marshal. The Master Lasting Ward Rune card must then be kept with the building card of the building it was used on. A Master Lasting Ward is three times more resilient than a normal ward, and as such a character must use three Create/Destroy Ward Runes in order to suppress this ward until the next logistics. All three Destroy Ward Runes must target the Master Lasting Ward within 5 minutes of each other in order to suppress the ward. Cost: PP (8), Copper (80)

Rune of Destroy Master Ward Type: Consumable, Rune Rarity: Rare Prerequisite: Artificing Description: This rune works as 3 casting of the 'Destroy Ward Rune'. This rune requires a 'Prime Count' of 5 ("I prime 1, I prime 2, ….), then the Ward is Destroyed. ** Trained Only ** Cost: PP (8), Copper (70)

Ward Channeling Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - While you are in contact with a 'Ward' (Physically touching the blue barrier with part of body), gain +3 Spell Damage [Stackable Increase]. Cost: Copper (200)

Warding Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One use of the 'Create / Destroy Ward Rune' Cost: Copper (200)

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Runecrafting Infusions

Armor of The Arcanist Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement reduces the 'Damage Ceiling' of their existing 'Arcane Armor' by -1 (minimum of 4). (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

Artificer's Mark Cost: 1 Skill Point Prerequisites: Runecrafting Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Bolster Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

© Boon of Multiple Talents

Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Quick Draw Spellcasting Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may use the 'Force' keyword on the first spell (one packet) that they cast after each 'Short Rest'. (Duration Logistics) [Target: Native Implement]

Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of the Apprentice Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman Cost: 2 Skill Points Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike,

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which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

Boon of the SpellBlade Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 40% Proficiency: 35% Rarity: Rare Description: The user of the targeted Implement may use a weapon in order to deliver their spells (instead of using spell packets), the user must begin the spell incant before attacking. (Duration Logistics) [Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

© Boon of the Templar Cost: 1 Skill Point Prerequisites: Runecrafting Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement may cast 'Force Spells' in 'Heavy Armor'. (Duration Logistics) [Target: Suit of Armor (Heavy)] Cost: Infusion Points (2)

© Container Sealed Cost: 1 Skill Point Prerequisites: Destroy Ward Proficiency: 65% Rarity: Common Description: This Infusion is used to target a wooden or metal box no smaller than 4" wide and no larger than 4' wide, which is in a permanent structure, and place a standard 'Ward' upon it, to which only the artificer is attuned and up to 2 Ward Keys are created. The ward cannot be strengthened or improved in any way. This container cannot be moved unless the 'Ward' has been destroyed and creatures cannot be placed inside of this container. The Artificer must label the warded container appropriately. (Duration: Logistics) [Target: Container]

Cost: Infusion Points (5)

Container Warded Cost: 2 Skill Points Prerequisites: Points Invested (50), Container Sealed Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion is used to target a wooden or metal box no smaller than 4" wide and no larger than 4' wide and place a 'Master Ward' upon it, to which only the artificer is attuned and up to 2 Ward Keys are created. The ward cannot be strengthened or improved in any way. This container cannot be moved unless the 'Ward' has been destroyed and creatures cannot be placed inside of this container. The Artificer must label the warded container appropriately. (Duration: Logistics) [Target: Container]

Cost: Skill Point Burned (1), Infusion Points (10)

© Craft Hall Augment Installation Cost: 1 Skill Point Prerequisites: Runecrafting Artificing Proficiency: 75% Rarity: Common Description: This Infusion allows an artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

© Destroy Installed Augment Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

Destroy Ward

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows an Artificer to destroy a standard 'Ward' by touching the 'Ward' and performing a 30 count, "Destroy Ward 1, Destroy Ward 2,... Destroy Ward 30”. At the end of the count the 'Ward' will be destroyed. This infusion will destroy a normal 'Ward' completely regardless of how many 'Create Ward Runes' were used to create it. A Marshal must be notified of the 'Wards' destruction. [Target: Ward] Cost: Infusion Points (10)

Elemental Armory

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may "Summon SpellFocus to [Element] Sheath 3” at-will. (Duration 5 minutes) [Target: Native Implement] Cost: Infusion Points (20)

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© Empower Craft Hall Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Focus of Innate Magic

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may cast all of their spells using the 'Innate' incant. (Duration 30 minutes) [Target: Native Implement] Cost: Infusion Points (20)

Focus of Selfless Support

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may cast any of the following spells as 2 packet, so long as the caster is not targeted by the spell: 'Anticipate Blow', 'Force Heroism', 'Grant Parry', 'Grant Dodge', 'Grant Evade', 'Grant Vitality', and 'Defend You'. (Duration 30 minutes) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Focus of the Gifted Magus

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability to use at-will 'Elemental Spellcasting' on a five count at a base damage of [Element] you 4, as well as the ability to use at-will 'Mystic Spellcasting' on a five count at a base damage of [Cleanse / Drain] you 4. Note- The 'Mystic Spellcasting' does not grant 'Heal You' spells. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

Focus of the Hero

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 40% Proficiency: 35% Rarity: Rare Description: The user of the targeted Implement gains +1 Spell Damage [Stackable Increase] and may throw a single packet for "Innate Force [Element / Cleanse or Drain] You [Damage]" once per battle. Additionally, the user may choose to use the 'Magic' 'Damage Type' with any weapon they wield. (Duration Logistics) [Target: Native Implement] (STRENUOUS) Cost: Skill Points Burned (2), Infusion Points (15)

Focus of the Spell Storm

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may cast their at-will 'Elemental Spellcasting' and 'Mystic Spellcasting' damage with a Standard incant instead of a five count incant. (Duration 30 minutes) [Target: Native Implement] Cost: Infusion Points (20)

© Focus of the Trained Mage

Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 75% Rarity: Common Description: The user of the targeted Implement is Considered 'Trained' in utilizing Runecrafting items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© Focus of Warded Attunement

Cost: 1 Skill Point Prerequisites: Destroy Ward Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to Attune, up to 2 SpellFoci, to a 'Ward'. The Artificer must have the 'Ward' key in hand or already be attuned to the 'Ward' to performing this Infusion. (Duration Logistics) [Target(s): Native Implement (2)] Cost: Infusion Points (5)

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© Forge a Ring of Phase

Cost: 1 Skill Point Prerequisites: Forge a Ring of Transcend the Physical Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to cast the 'Phase' spell on a group of individuals. This is done by gathering up the targeted group, and forming a circle, with everyone holding hands with each other and then performing the Infusion. If anyone that is part of the circle lets go of the hands of someone else in the circle, the effect is ended. If someone is removed from the circle against their will (due to Fear, Enslavement, etc.) the two people on either side of the missing person must immediately join hands and the person removed from the effect can NOT rejoin at any point. Targeting an individual in the group with an effect, which will end 'Phase', will not end the effect for the whole group. (Duration 5 minutes) [Target: Circle of Creatures]

Cost: Infusion Points (5)

© Forge a Ring of Transcend the Physical

Cost: 1 Skill Point Prerequisites: Runecrafting Artificing Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to cast the 'Transcend The Physical' spell on a group of individuals. This is done by gathering up the targeted group, and forming a circle, with everyone holding hands with each other and then performing the Infusion. If anyone that is part of the circle lets go of the hands of someone else in the circle, the effect is ended. If someone is removed from the circle against their will (due to Fear, Enslavement, etc.) the two people on either side of the missing person must immediately join hands and the person removed from the effect can NOT rejoin at any point. Targeting an individual in the group with an effect, which will end 'Transcend The Physical', will not end the effect for the whole group. (Duration 5 minutes) [Target: Circle of Creatures]

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This Infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Fade Root

Cost: Free (Runecrafting Artificing Level 1) Prerequisites: Runecrafting Ariticing Level 1 Rarity: Common Description: At Logistics you can create 8 ‘Fade Root’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Havest Dragon Dust

Cost: Free (Runecrafting Artificing Level 2) Prerequisites: Runecrafting Ariticing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Dragon Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (3)

© Harvest Red Ruby Dust

Cost: Free (Runecrafting Artificing Level 3) Prerequisites: Runecrafting Ariticing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Red Ruby Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (5)

© Infused Examination

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

Infusion of Weapon Transmutation

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows an Artificer to target a weapon to temporarily change the physical shape of the weapon into a different weapon type. This infusion does not cause the weapon to gain or lose 'Augment Slots', and cannot be used to transform a 'Large Weapon' into a smaller weapon. The Artificer must have an

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available Phys rep for the new weapon shape, and must be able to place the original Phys rep out of game. This is a fickle Infusion and may fail at marshal discretion. (Duration Logistics) [Target: Weapon]

Cost: Infusion Points (10)

© Install FocusStone Augment

Cost: Free Prerequisites: Runecrafting Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to install an FocusStone Augment which they possess into a targeted SpellFocus. In order to be targeted by this infusion, the targeted SpellFocus must either be unimproved Commoner Equipment (for instance, a wand or crystal / large rare gem), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary, with the SpellFocus, in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Phase-Walk

Cost: 2 Skill Points Prerequisites: Points Invested (50), Forge a Ring of Phase Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to immediately receive the benefits of the 'Phase-Walk' spell, which is identical to the 'Phase' spell in all ways, except that it also allows the user to walk or run. (Duration 5 minutes) [Target: Self] Cost: Skill Point Burned (1), Infusion Points (10)

© Strengthen Ward Cost: 1 Skill Point Prerequisites: Focus of Warded Attunement Proficiency: 65% Rarity: Common Description: This Infusion allows the Artificer to target a pre-existing Standard 'Ward' to cause it to become a 'Master Ward'. A 'Master Ward' is three times more resilient than a standard 'Ward', and as such a character must use three 'Create / Destroy Ward Runes' in order to suppress this 'Ward' until the next logistics. All three 'Create / Destroy Ward Runes' must target the 'Master Ward' within 5 minutes of each other in order to suppress the 'Ward'. The existing 'Ward Card' must be updated as part of performing this Infusion. (Duration Logistics) [Target: Ward]

Cost: Infusion Points (5)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the

standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Weaken Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall] Cost: Infusion Points (15)

Runecrafting Elusives

Augment of Spell Damage +1 Cost: 3 Skill Points Type: BladeStone / FocusStone Prerequisites: Superior Enchanted Weaponry Runic Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain Spell Damage +1 [Power Increase]. (Can only be created as an Augment) Note - This item can be crafted as a 'BladeStone' by a Runecrafting Artificer. Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced Spell Focus Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

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Focus of Infused Force Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (50), Focus of the Spell Storm Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement may use perform their at-will 'Elemental Spellcasting' or at-will 'Mystic Spellcasting' with the 'Force' keyword. (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Long Lasting Perk Cost: 3 Skill Points Type: Perk Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When this item is first attuned to a player, write the player's name on the 'Item Card'. From that point the player must check into an event with this item, but otherwise doesn't need to have the item close to them to benefit from the implement. Cost: ?????????????

Rune of Boundless Defense +2 Cost: 3 Skill Points Type: Consumable, Rune Prerequisites: Superior Defensive Runic Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain +2 Health [Stackable Increase] if the user is not wearing armor. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Rune of Reflect Magic Cost: 3 Skill Points Type: Consumable, Rune Prerequisites: Superior Defensive Runic Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: Gain 1 'Bonus' use of the 'Reflect Magic' defense. (Duration Logistics) ** Trained Only ** Cost: ?????????????

Rune of Weaken Infusion Wall Cost: 3 Skill Points Type: Consumable, Rune Prerequisites: Forceful Runic Expertise, Warded Runic Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This rune works the same as the 'Weaken Infusion Wall' Infusion. Requires a 'Prime Count' of 30 ("I prime 1, I prime 2, ….) to activate this 'Rune'. ** Trained Only ** Cost: ?????????????

Runic Energy (Master) [Type] Cost: 3 Skill Points Type: FocusStone / SpellFocus Prerequisites: Runecrafting Artificing Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When casting an At-Will spell from 'Elemental Spellcasting' and 'Mystic Spellcasting', the caster throws two consecutive spell packets instead of just one. Cost: ?????????????

Superior Implement (Spell Damage +2) Cost: 3 Skill Points Type: SpellFocus / Weapon Prerequisites: Augment of Spell Damage +1 Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain Spell Damage +2 [Gear Increase]. Note - This item can be crafted as a 'Weapon' by a Runecrafting Artificer. Cost: ?????????????

Superior Mage Bracers (Arcane Health +3) Cost: 3 Skill Points Type: Mage Bracers Prerequisites: Superior Defensive Runic Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain +3 Base Health [Gear Increase] (Can only be created as 'Mage Bracers'). Note - This item can be crafted as a 'Mage Bracers' Runecrafting Artificer. Cost: ?????????????

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Scroll Making Artifice

SpellBook - A small book, tome, or photo album.

SpellPage Augment: SpellPages are primarily used to transform or enhance the way that a magus casts

their favored spells. These enchanted pages occasionally involve some form of trade off, or can

sometimes even grant knowledge of entirely new and unique spells.

SpellPage Rules Mechanic: These augments usually provide alternative options for casting magic,

allowing a player access to unique spell casting abilities, or modified versions of existing spells.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the Scroll

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Tellurian Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Onyx

Install SpellPage Augment

Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

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The character automatically becomes proficient with one individual Common Formula from the Scroll

Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Dragon Dust

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the Scroll

Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Red Ruby Dust

Scrollmaking Artifice Formulas and Infusions

Scroll Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Tellurian Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Tellurian Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced Spellbook Fundamentals Expertise Cost: 2 Skill Points Prerequisites: Spellbook Fundamentals Expertise Rare - Research: 30% Proficiency: 30%

Formulas:

Enhancement - Double Augment Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

Enhancement - Triple Perk

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

Scroll Knowledge (Master) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Master) Craftsmanship with one of the following specializations: Scrollmaking / Scrolls / SpellBook / SpellPage. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

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Scroll Storing Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Scroll' for later use. At any point within the same logistics, you may call “Activate I Summon (Scroll X)”. Upon storing the 'Scroll', you must give it to a marshal, and the marshal must be told that the 'Scroll' has been stored for later use. No more than 1 'Scroll' may be stored at one time. While a 'Scroll' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Scroll'. Cost: Copper (200)

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Arcane Defense Spellbook Expertise Cost: 2 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 60% Rare - Research: 40% Proficiency: 60% Formulas:

© Grant Absorption [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Anticipate Blow' spell to cast a Self-Only "I Summon Time & Space to Grant Absorption." The caster has a 'Damage Ceiling' of 3 against the next three weapon attacks, unless the 'Weapon Damage Type' is 'Magic'. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Anticipate Blow Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Anticipate Blow' spell. Cost: PP (8), Copper (70)

© Shield Magic [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Anticipate Blow' spell to cast a Self-Only "I Summon Time & Space to Shield Magic." The caster has a 'Damage Ceiling' of 3 against the next damaging spell packet attacks. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Templar Theory [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Allows a caster to bypass in restrictions they may have for casting 'Force' level spells do to armor encumbrance. Note - This item can be crafted as a 'Armor' Implement or 'GuardStone' by a Scrollmaking Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Arcane Destruction Spellbook Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 80% Rare - Research: 30% Proficiency: 25% Formulas:

© Destructive Elementalism [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Repel You', 'Freeze Your [Limb]', or 'Trip You' spell to instead cast a single packet of (element) you 10. The element type (Shock, Freeze, or Stone) must match the element of the spell that was expended. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Force Fire Storm [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spell to cast "I Summon Fire to Fire Storm, Force Burn 10" as a 'Foot-plant' spell. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Force Lightning [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spell to cast "I Summon Air to Force Lightning" throwing three consecutive packets of 'Force Shock You 30'. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Frozen Grasp [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spell to cast "I Summon Water to Frozen Grasp" throwing a single packet of 'Force Restrain You' followed by a single packet of 'Force Freeze You 75'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Earthquake Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast the mass packet spell 'Earthquake, Force Stone You 30'. Cost: PP (8), Copper (70)

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Arcane Elements Spellbook Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 40% Rare - Research: 45% Proficiency: 65% Formulas:

© Bursting Elements [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Expend a use of the 'Fireburst' spell, to cast ("Iceburst", "Windburst", "Stoneburst") with the corresponding damage type ('Freeze You' / 'Shock You' / 'Stone You'). Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Elemental Spike [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - Expend a use of the Force Holocaust Spell to cast "I Summon Nature to Elemental Spike, Force (Element) You 100. Each time the caster uses this spell, they may choose Burn, Freeze, Shock, or Stone damage. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Ice Flurry [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Fireburst' spell to cast "I Summon Water to Ice Flurry". Immediately throw five consecutive packets of 'Freeze You 5'. (This damage cannot be modified). Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Lightning Strike [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Fireburst' spell to cast "I Summon Air to Lightning Strike". Immediately throw three consecutive packets of 'Shock You 10'. (This damage cannot be modified) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Scroll of Freeze Your [Limb] Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Freeze Your [Limb]' spell. Cost: PP (2), Copper (5)

© Scroll of Repel You Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the a 'Repel You' spell. Cost: PP (2), Copper (5)

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Insightful Spellbook Expertise Cost: 2 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 60% Formulas:

© Fast Identification Perk (Scrollmaking) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (SpellBook / SpellPage), you are able to identify it's properties in 30 seconds instead of 1 minute. Cost: Copper (20)

© Magic Knowledge (Apprentice) [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Magic Sight (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: Copper (100)

Magic Sight (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: Copper (400)

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Lore Adept Spellbook Expertise Cost: 3 Skill Points Prerequisites: Lore Novice Spellbook Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

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© Academic (Journeyman) [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Adept) _______________. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Detailed Studying (Journeyman) [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Grimoire (Journeyman) SpellBook Type: SpellBook Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Adept) _______________. All Times - Gain the benefits of one Lore (Adept) _______________. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Knowledge (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Adept) _______________. Cost: Copper (200)

Tracking Theory [Type]

Type: SpellBook / SpellPage / TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend TWO uses of the 'Force Rogue' skill or the 'Force Arcanist' spells, to gain the 'Tracking' skill for 30 minutes. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Lore Master Spellbook Expertise Cost: 2 Skill Points Prerequisites: Lore Adept Spellbook Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 40% Formulas:

Academic (Master) [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Master) _______________ with Specialization in ____________________. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Detailed Studying (Master) [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Force of Study [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: At Logistics - For each 'Force Arcanist' or 'Force Mystic' Spell which the Caster expends during logistics, the Caster gains +2% chance to a single Proficiency Roll when attempting to learn a Ritual Spell during Check-in (Maximum of +20%). [Gear Increase] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Grimoire (Master) SpellBook Type: SpellBook Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Master) _______________ with a Specialization in _______________. All Times - Gain the benefits of one Lore (Master) _______________ with a Specialization in _______________. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

Knowledge (Master) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Master) _______________ with Specialization in ____________________. Cost: Copper (800)

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Lore Novice Spellbook Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 55% Formulas:

© Academic (Apprentice) [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Novice) _______________. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Detailed Studying (Apprentice) [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. All Times - Gain the benefits of one Lore Specialization _______________ for a lore you already possess. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Grimoire (Apprentice) SpellBook Type: SpellBook Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Novice) _______________. All Times - Gain the benefits of one Lore (Novice) _______________. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain the benefits of one Lore (Novice) _______________. Cost: Copper (100)

Knowledge of the Talent [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of the Multi-Talented ability from the 'Diversified Training' skill. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll Maker's Apprentice [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Scrollmaking items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Mystic Power Spellbook Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 50% Formulas:

Boiling Font [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of 'Font of Life' for a +10 [Stackable Increase] to all your 'Heal You' spells and ‘Healer’s Touch’ spells. (Duration 5 minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Commune [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Commune' spell hot-swappalbe with the 'Grant Wellbeing' / 'Shadowform' spells. May use either “I Summon Life” or “I Summon Death” incant for the 'Commune' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Free Your Spirit [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Expend a use of the 'Grant Wellbeing' spell to cast a Self-Only "I Summon the wisdom of the Ages to Free Your Spirit." The caster gains 1 use of 'Resist Mind Control'. (Duration 30 Minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Scroll of [Mystic Spell Casting] 20

Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the '[Mystic Spellcasting] 20' spell. At item creation, you must choose to make the scroll either 'Drain You' (This is Necromancy), 'Cleanse You' or 'Heal You'. Cost: PP (3), Copper (20)

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Scroll of Force Heroism Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Force Heroism' spell. Cost: PP (6), Copper (50)

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Necrotic Scroll Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 45% Rare - Research: 40% Proficiency: 60% Formulas:

© Scroll of Cause Betrayal Type: Consumable, Scroll Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Cause Betrayal' spell. Cost: PP (3), Copper (20)

© Scroll of Cause Fear

Type: Consumable, Scroll Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Cause Fear' spell. Cost: PP (2), Copper (5)

Scroll of Force Enslave Type: Consumable, Scroll Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Force Enslave You' spell. Cost: PP (8), Copper (70)

© Scroll of Immobilize You

Type: Consumable, Scroll Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Immobilize You' spell. Cost: PP (2), Copper (5)

© Scroll of Weaken You Type: Consumable, Scroll Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the a 'Weaken You' spell. Cost: PP (2), Copper (5)

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Necrotic Spellbook Expertise Cost: 3 Skill Points Prerequisites: Necrotic Scroll Expertise Common - Proficiency: 35% Rare - Research: 45% Proficiency: 65% Formulas:

© Cause Pain [Type] Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Cause Betrayal' spell to cast "I Summon Death to Cause Pain" throwing a single packet of "Drain You 10" followed immediately by a packet of "Trip You", must be used on the same target. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Commune [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Commune' spell hot-swappalbe with the 'Grant Wellbeing' / 'Shadowform' spells. May use either “I Summon Life” or “I Summon Death” incant for the 'Commune' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Infectious Transference [Type] Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - If you are suffering from a 'Disease' effect when you cast the 'Disease Blade' spell, your own disease is immediately purified. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rot Your Visage / Disguise Undead [Type]

Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Rot Your Visage' / 'Disguise Undead' spells hot-swappable with the 'Identify' / 'Truevision 5'. Uses the “I Summon Death” incant. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Scroll of [Mystic Spell Casting] 20 Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the '[Mystic Spellcasting] 20' spell. At item creation, you must choose to make the scroll either 'Drain You' (This is Necromancy), 'Cleanse You' or 'Heal You'. Cost: PP (3), Copper (20)

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Siphon Self [Type] Type: SpellBook / SpellPage Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: At Logistics - You may sacrifice -6 Health for the Logistics in order to gain +2 damage [Stackable] to all non-Force 'Drain You' and 'Heal You' spells. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Radiant Combat Spellbook Expertise Cost: 3 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 45% Rare - Research: 45% Proficiency: 60% Formulas:

© Daze You [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Daze You' spell hot-swappalbe with the 'Charm You' spells. This is done by incanting “I Summon Life to Daze You”. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Grant Regeneration [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend a use of the 'Lay On Hands, Restore Spirit' spell to cast a Self-Only "I Summon Life to Grant Regeneration". This spell allows you to 'Regenerate' on a 10 Count "Regenerate 1, Regenerate 2... etc." At-Will for the duration of the spell. They must be conscious in order to use this ability, and taking damage interrupts regeneration. (Duration 30 minutes) Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Dragon Dust (1) Implement Additional Cost: Philosopher’s Dust (1)

© Scroll of Charm You

Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Charm You' spell. Cost: PP (3), Copper (20)

© Scroll of Restrain You

Type: Consumable, Scroll Rarity: Common Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the a 'Restrain You' spell. Cost: PP (3), Copper (20)

© Shield of Light [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Mystic' spell to cast Self-Only "I Summon Life to Shield of Light". Immediately throw four consecutive packets of 'Grant Vitality 5'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Spellbook Fundamentals Expertise Cost: 2 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 55% Formulas:

Casting Talent Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Time - May Cast 'Detect Magic' and 'Detect Affliction' spells on a 5 count. Cost: Copper (200)

© Enhancement - Double Perk

Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

© Scroll Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Scrollmaking / Scrolls / SpellBook / SpellPage. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Scroll Knowledge (Journeyman) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Scrollmaking / Scrolls / SpellBook / SpellPage. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

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© Scroll Storing [Type] Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Scroll' for later use. At any point within the same logistics, you may call “Activate I Summon (Scroll X)”. Upon storing the 'Scroll', you must give it to a marshal, and the marshal must be told that the 'Scroll' has been stored for later use. No more than 1 'Scroll' may be stored at one time. While a 'Scroll' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Scroll'. Note - This item can be crafted as a 'GuardStone' or 'Mage Bracers' by an Scrollmaking Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Arcane Defense Spellbook Expertise Cost: 2 Skill Points Prerequisites: Arcane Defense Spellbook Expertise Common - Proficiency: 60% Rare - Research: 45% Proficiency: 65% Formulas:

© Anticipate Speed [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Grant Speed' spell hot-swappable with the 'Anticipate Blow' spell. This is done by incanting “I Summon Time & Space to Grant Evade, Grant Parry, Grant Dodge” all targeted against a single creature with one spell packet. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Arcane Defense +1 [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain 'Arcane Defense +1' hot-swappable with the 'Transcend The Physical' spell. This spell works exactly like a 'Rune of Arcane Defense +1'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Grant Scales [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Phase' spell to cast Self-Only "I Summon Time and Space to Grant Scales" gaining an additional +3 Maximum Health [Stackable Increase] to existing 'Arcane Armor'. (Duration 5 Minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Protect You [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Grant Dodge' or 'Grant Evade' spells to cast "I Summon Time & Space to Defend You." Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Arcane Destruction Spellbook Expertise Cost: 3 Skill Points Prerequisites: Arcane Destruction Spellbook Expertise Common - Proficiency: 65% Rare - Research: 35% Proficiency: 40% Formulas:

Cause Tremors [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spell to cast "I Summon Earth to Cause Tremors" throwing a single packet of "Force Trip You" followed by a single packet of "Force Stone You 75". Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Fangspell [Type]

Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend a use of the 'Force Arcanist' spell' to gain two uses of 'Forceful Assault' for spells, which must be used consecutively within 10 seconds. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Grant Planar Empowerment [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the Self-Only spell 'Grant Planar Empowerment' hot-swappable with the 'Grant Planar Transcendence' spell. This is done by incanting “I Summon Time & Space to Grant Planar Empowerment,” you may add the 'Force' keyword to any single spell packet spell. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Scroll of Glacial Freeze, Force Freeze You 25

Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Glacial Freeze, Force Freeze You 25 ' spell. ** Trained Only ** Cost: PP (8), Copper (70)

© Unleash Inferno [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spell to cast "I Summon Fire to Unleash Inferno". Immediately throw five consecutive packets of non-Force 'Burn You 20'. (this damage cannot be modified) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Insightful Spellbook Expertise Cost: 2 Skill Points Prerequisites: Insightful Spellbook Expertise Common - Proficiency: 65% Rare - Research: 40% Proficiency: 50% Formulas:

Magic Knowledge (Journeyman) [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Magic Knowledge (Master) [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. 1 / Logistics - One 'Bonus' use of the 'Ritual Identify' spell. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Magic Sight (Master) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Identify' spell. 1 / Logistics - One 'Bonus' use of the 'Ritual Identify' spell. Cost: Copper (800)

© Methodical Identification [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When casting the 'Identify' spell, the caster may incant on a 30 count in order to use 'Identify' as a two packet spell.

Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Mystic Power Spellbook Expertise Cost: 3 Skill Points Prerequisites: Mystic Power Spellbook Expertise Common - Proficiency: 75% Rare - Research: 35% Proficiency: 30% Formulas:

© Argent Heroics [Type]

Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Force Mystic' spell to cast a Self-Only "I Summon Life to Grant Argent Heroism". This spell grants the caster the regular benefits of the 'Heroism' spell, as well as the ability to swing for 'Silver' with all weapons, and an additional +1 damage [Stackable Increase] with all weapons and spells. (This does NOT stack with other 'Heroism' augmenting items) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Mend Flesh [Type]

Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend a use of the 'Grant Welling' spell to cast "I Summon Life to Mend Flesh". Immediately throw four consecutive packets of 'Heal You 10'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Mystic Touch [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - May reduce the ‘Healer’s Touch’ spell count to 20 seconds rather than 30. Once a caster has benefited from this effect during a specific logistics, they lose any ability they previously had to cast all Necromancy for the remainder of the logistics. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Radiant Burst, Force Cleanse You 40

Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 2 packets of the 'Radiant Burst, Force Cleanse You 40' spell. ** Trained Only ** Cost: PP (8), Copper (70)

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Silence You [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Silence You' spell hot-swappalbe with the 'Defend You' or 'Charm You' spell. May use “I Summon Life to Silence You” Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Necrotic Spellbook Expertise Cost: 3 Skill Points Prerequisites: Necrotic Spellbook Expertise Common - Proficiency: 80% Rare - Research: 45% Proficiency: 45% Formulas:

© Cause Harm [Type] Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Immobilize You' spell to cast a 1 packet spell, "I Summon Death to Cause Harm, Drain You 30". Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Corrupting Hatred [Type] Type: SpellBook / SpellPage Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Cause Betrayal' spell to cast a self-only "I Summon Death to Grant Corrupting Hatred". The caster is filled with Necrotic Wrath, empowering their attacks. Upon casting this spell the caster immediately gains the effect of a 'Grant Vitality 5', and gains +1 damage [Stackable Increase] to all attacks for the spell's duration. (Duration 5 minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Cruel Master [Type] Type: SpellBook / SpellPage Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - When you cast the 'Force Enslave You' spell' you immediately gain +1 spell damage [Stackable] to non-force 'Drain You' spells. (Duration 5 minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Necrotic Treachery [Type] Type: SpellBook / SpellPage Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Force Enslave You' spell to cast "I Summon Death to Necrotic Treachery" immediately throwing three consecutive packets of 'Force Cause Betrayal'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Banshees Wail, Force Drain You 40 Type: Consumable, Scroll Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: This scroll allows you to immediately cast 2 packets of the 'Banshees Wail, Force Drain You 40' spell. ** Trained Only ** Cost: PP (8), Copper (70)

© Shadows of The Night [Type] Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: Between 6pm and 6am - Gains double the normal duration for all 'Shadowform' spells you cast upon themselves. (Necromancy) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Vampiric Touch [Type] Type: SpellBook / SpellPage Rarity: Common - (Necromancy) Prerequisite: Artificing Description: All Times - Gain the ability to cast the ‘Healer’s Touch’ spell hot-swappalbe with the 'Vampiric Touch'. Uses the “I Summon the Death to Vampiric Touch” incant, perform a 20 Count, then "Drain You 12". If the target is a living creature (rather than a lifeless or undead creature) then the caster restores a number of health equal to double the Drain damage dealt. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Universal Magic Spellbook Expertise Cost: 2 Skill Points Prerequisites: Universal Magic Spellbook Expertise Common - Proficiency: 75% Rare - Research: 40% Proficiency: 40% Formulas:

© Cloak The Unseen [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Invisibility 30' spell to cast "I Summon the Wisdom of the Ages to Cloak The Unseen" and then throw four consecutive packets of 'Invisibility 5'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Grant Magicsheen [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of any 'Force Arcanist' spells to cast "I Summon the Wisdom of the Ages to Grant Magicsheen". This changes a targeted 'Weapon Damage Type' of 'Magic'. (Duration Logistics). Note - This particular spell does not count against Force Skill per battle limitations. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Reveal Reality [Type] Type: SpellBook / SpellPage Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Truevision 30' spell to cast "I Summon the Wisdom of the Ages to Reveal Reality". Immediately throw four consecutive packets of 'True Vision 5'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Negate Magic

Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Negate Magic' spell. ** Trained Only ** Cost: PP (8), Copper (70)

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Universal Magic Spellbook Expertise Cost: 2 Skill Points Prerequisites: Scrollmaking Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

© Make A Record [Type] Type: SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to cast the 'Make A Record' spell hot-swappalbe with the 'Identify/Truevision 5' and 'Phase/Transcend The Physical'. Uses the “I Summon the Wisdom of the Ages to Make a Record” incant. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Scroll of Invisibility 30

Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'Invisibility 30' spell. ** Trained Only ** Cost: PP (6), Copper (50)

Scroll of Truevision 30 Type: Consumable, Scroll Rarity: Rare Prerequisite: Artificing Description: This scroll allows you to immediately cast 1 packet of the 'True Vision 30' spell. ** Trained Only ** Cost: PP (6), Copper (50)

© SpellSword’s Trick [Type]

Type: FocusStone / SpellFocus / SpellBook / SpellPage Rarity: Common Prerequisite: Artificing Description: All Times - Gain +1 to all 'Magic Sheath' spells [Stackable Increase] when cast as Magic Sheath, not as Elemental Sheath. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Scrollmaking Infusions

Artificer's Mark Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Blessed Catalyst Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: Use catalyst ingredients, personal essence, and infusion power to tap into a powerful existing source of Mystic Energy (such as a 'Mystic Well of Power'), causing the energy to spike erratically for a few brief moments, potentially causing the mystic energy to spread. This infusion may serve many purposes (at plot discretion), but if the source of the Mystic Energy is very powerful, then this Infusion can be used to transform a 'Charred Sufly Leaf' back into a 'Blessed Sufly Leaf'. Note - If this Infusion is used concurrently with the 'Effulgent Sufly Transformation Ritual' spell, then the casting cost of 'Effulgent Sufly Transformation Ritual' is reduced by 1 skill point, and removes the external source of Mystic Energy requirement.

Cost: Skill Point Burned (1), Infusion Points (10)

Bolster Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

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© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Quick Draw Spellcasting

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may use the 'Force' keyword on the first spell (one packet) that they cast after each 'Short Rest'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Boon of The Gifted Healer

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Apprentice Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may use the 'Healer's Touch' level 2 (Heal You 8) spell at-will, and may use the 'First Aid' skill and the 'Status' ability at-will. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (15)

© Boon of the Apprentice Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit

from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman

Cost: 2 Skill Points Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

Boon of the SpellBlade Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 40% Proficiency: 35% Rarity: Rare Description: The user of the targeted Implement may use a weapon in order to deliver their spells (instead of using spell packets), the user must begin the spell incant before attacking. (Duration Logistics) [Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

© Boon of the Templar Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement may cast 'Force Spells' in 'Heavy Armor'. (Duration Logistics) [Target: Suit of Armor (Heavy)] Cost: Infusion Points (2)

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© Craft Hall Augment Installation Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note - Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

© Destroy Installed Augment

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

© Empower Craft Hall Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon

Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Proficiency: 35% Research: 40% Rarity: Rare Description: This Infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Onyx

Cost: Free (Scrollmaking Artificing Level 1) Prerequisites: Scrollmaking Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Onyx’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Dragon Dust

Cost: Free (Scrollmaking Artificing Level 2) Prerequisites: Scrollmaking Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Dragon Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (3)

© Harvest Red Ruby Dust

Cost: Free (Scrollmaking Artificing Level 3) Prerequisites: Scrollmaking Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Red Ruby Dust’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (5)

© Infused Examination Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details

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about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

© Install SpellPage Augment Cost: Free Prerequisites: Scrollmaking Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to install an SpellPage Augment which they possess into a targeted SpellBook. In order to be targeted by this infusion, the targeted SpellBook must either be unimproved Commoner Equipment (for instance, a tome or book), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary with the SpellBook, in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Necrotic Charring Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare - (Necromancy) Description: Target a powerful existing source of Necromantic Energy (such as a 'Necrovoid'), causing the energy to spike erratically for a few brief moments, potentially causing the Necrotic Energy to spread. This infusion may serve many purposes (at plot discretion), but if the source of the Necromantic Energy is very powerful, then this Infusion can be used to transform a 'Blessed Sufly Leaf' into a 'Charred Sufly Leaf'. Note - If this Infusion is used concurrently with the 'Scorching Sufly Corruption Ritual' spell, then the casting cost of 'Scorching Sufly Corruption Ritual' is reduced by 2 skill points. and acts as the required external Necrotic Energy source. This infusion must be performed during the course of an actual event. It can never be performed during down time.

Cost: Skill Point Burned (2), Infusion Points (5)

Tome of Recording Cost: 2 Skill Points Prerequisites: Points Invested (20), Tome of the Trained Scribe Research: 50% Proficiency: 55% Rarity: Rare Description: Targeted implement is able to continuously record video as if they were utilizing a 'Make A Record' spell. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

© Tome of The Apt Pupil Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement gains +1 level to the level of each (non-force) skill for which the target receives 'Mentoring'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© Tome of The Astute Pupil Cost: 1 Skill Point Prerequisites: Tome of The Apt Pupil Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains +2 level to the level of each (non-force) skill for which the target receives 'Mentoring'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Tome of The Copy Cat Cost: 2 Skill Points Prerequisites: Points Invested (20), Tome of the Scroll Mirror Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains 1 use of the Bard's 'Force Mimic Magic' ability. This ability is used by immediately saying "Channel SpellBook to Force Mimic Magic" within 10 seconds of hearing a spell being cast, and thus immediately replicate the chosen spell which they had witnessed. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Tome of The Informed Master

Cost: 1 Skill Point Prerequisites: Tome of The Inquiring Adept Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains one Lore (Master), and one Lore Specialization of the Artificer's choice. Note - The Artificer must already possess the Lore and the Lore Specialization which are infused into the implement. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

© Tome of The Inquiring Adept

Cost: 1 Skill Point Prerequisites: Tome of The Inquiring Novice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains one Lore (Adept) of the Artificer's choice. Note: The Artificer does NOT need to possess the lores which are infused into the implement. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

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© Tome of The Inquiring Novice

Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement gains two Lores (Novice)of the Artificer's choice. Note: The Artificer does NOT need to possess the lores which are infused into the implement. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© Tome of the Scroll Mirror

Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains 1 use of the ability to use a second packet when using any of following scrolls: 'Scroll of Drain 5', 'Scroll of Cleanse 5', 'Scroll of Heal 5', 'Scroll of Make A Record', 'Scroll of Identify', 'Scroll of Identify Ritual', 'Scroll of Grant Well Being', 'Scroll of Grant Remembrance', 'Scroll of Force Restore Spirit', 'Scroll of Force Obliterate You', 'Scroll of Negate Ethereal', 'Scroll of Invisibility 5', and 'Scroll of Grant Parry / Dodge'. (Duration Logistics) [Target: Native Implement]

Cost: Infusion Points (5)

© Tome of The Selfless Mentor Cost: 1 Skill Point Prerequisites: Tome of The Astute Pupil Proficiency: 65% Rarity: Common Description: The user of the targeted Implement may 'Mentor' up to 10 levels of any (non-force) combat skill and up to 3 levels of a 'Force' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

© Tome of the Trained Scribe

Cost: 1 Skill Point Prerequisites: Scrollmaking Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement is Considered 'Trained' in utilizing ScrollMaking items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card.

[Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Watchful Recollection Cost: 2 Skill Points Prerequisites: Points Invested (50), Tome of Recording Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to target a specific location within a Permanent Structure, and set up a recording device in that location. For the remainder of the current logistics, the device may continue to record audio or video as if that location were benefitting from a 'Make A Record' spell with a duration of one logistics. At any time during the current logistics, the Artificer may return to the location and reclaim the device in order to end the Infusion, thus retrieving the record. The recording device may not be moved, but if it is noticed, it may be covered up. It may also be targeted with a 'Negate Magic' spell to end this Infusion. (Duration Logistics) [Target: Permanent Structure]

Cost: Skill Point Burned (1), Infusion Points (10)

Weaken Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall] Cost: Infusion Points (15)

Scrollmaking Elusives

Assassin’s Veil [Type] Cost: 3 Skill Points Type: SpellBook / SpellPage Prerequisites: Superior Necrotic Spellbook Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: 1 / Battle - Expend a use of the 'Invisibility 30' spell for a use of "I Summon Death to Obfuscate 5" on an unconscious or dying targets, the target is affected by the 'Invisibility 5' spell. Cost: ?????????????

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Boon of Premonition Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100) Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains one use of 'Premonition', which they may call as a 'Defense' against any effect, including 'Assassinate', 'Dire' effects, and unique abilities (Plot Discretion). (Duration Logistics) [Target: Native Implement] Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced Spellbook Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

Long Lasting Perk Cost: 3 Skill Points Type: Perk Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When this item is first attuned to a player, write the player's name on the 'Item Card'. From that point the player must check into an event with this item, but otherwise doesn't need to have the item close to them to benefit from the implement. Cost: ?????????????

Magma Blade (Abyssal Spell) Cost: 3 Skill Points Type: SpellBook / SpellPage Prerequisites: ????????????? Research: ??% Proficiency: ??% Rarity: Elusive – (Abyssal Spell)

Description: 1 / Battle - Expend a use of the 'Elemental Sheath' spell to cast "I Summon the Abyss to Magma Blade, Flame Sheath 15" (Abyssal). Cost: ?????????????

Scroll of Entropy, Force Drain / Force Weaken You Cost: 3 Skill Points Type: Consumable, Scroll Prerequisites: Superior Necrotic Spellbook Expertise Research: ??%

Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This scroll allows you to immediately cast the ‘Foot-Plant’ spell 'Entropy, Force Drain 8'/ Force Weaken You. ** Trained Only ** Cost: ?????????????

Scroll of Renew, Force Heal / Cleanse Cost: 3 Skill Points Type: Consumable, Scroll Prerequisites: Superior Mystic Power Spellbook Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This scroll allows you to immediately cast the ‘Foot-Plant’ spell 'Renew, Force Heal/Cleanse'. ** Trained Only ** Cost: ?????????????

Take Your Memory [Type] Cost: 3 Skill Points Type: SpellBook / SpellPage Prerequisites: Superior Necrotic Spellbook Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: 1 / Battle - Expend TWO uses of the 'Force Enslave You' spell to cast "I Summon death to Take Your Memory". The caster must remain stationary, and must maintain physical contact with the target for 30 seconds (during which time, the caster should explain the effect out of game). At the end of the 30 seconds, the caster calls "Memories Erased". This spell erases the last five minutes of the target's memories, starting from the moment the caster called "Memories Erased". Neither 'Grant Remembrance' nor 'Resist Mind Control' can be used to resist this spell. Cost: ?????????????

Tome of The Pretender Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (75), Tome of The Copy Cat Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains 1 use of the 'Ritual Mimic Magic' ability. This ability is used by immediately saying "Channel SpellBook to Ritual Mimic Magic" within 10 seconds of hearing a Ritual being cast, and thus immediately replicating the chosen Ritual which they had witnessed. The 'Ritual' spell may not be 'Strenuous', the user must pay the full cost of casting the 'Ritual' (in addition to the cost of performing this infusion), and the user must possess a written copy of the rules of the 'Ritual' spell upon their person. Note: Skill Points burned for casting rituals by using this infusion are burned to 'Artifice', not 'Ritual Magic'. (Duration Logistics) [Target: Native Implement] Cost: ?????????????

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Tinkering Artifice

TinkerTwist- A clockwork amulet, a set of tinkering goggles, or a bracelet with dangling gears.

TwistStone Augment: When slotted into a TinkerTwist, TwistStones utilize the mysterious techniques of

artifice to twist the world around the user, altering the physical weight of weapons, tweaking

gravitational forces, and using magnetism in strange and unpredictable ways. TwistStones are generally

used to transform or enhance the way that a combatant engages their enemies, often granting a

combatant new combat techniques.

TwistStone Rules Mechanic: These augments usually provide alternative options for weapon combat,

allowing a player access to unique non-magical abilities, or modified versions of existing utility skills.

Level 1

The character gains the ability to benefit from Diagrams.

The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the

Tinkering Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Tellurian Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Onyx

Install TwistStone Augment

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Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

The character automatically becomes proficient with one individual Common Formula from the

Tinkering Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Mythril

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the

Tinkering Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Adamantium

Tinker Artifice Formulas and Infusions

Tinker Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Tellurian Dust

Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Tellurian Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced TinkerTwist Fundamentals Expertise Cost: 4 Skill Points

Prerequisites: TinkerTwist Fundamentals Expertise Common - Proficiency: 80% Rare - Research: 30% Proficiency: 25% Formulas:

Bomb Storing Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Bomb' for later use. At any point within the same logistics, you may call “Activate (Bomb X)”. Upon storing the 'Bomb', you must give it to a marshal, and the marshal must be told that the 'Bomb' has been stored for later use. No more than 1 'Bomb' may be stored at one time. While a 'Bomb' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Bomb'. Cost: Copper (200)

Enhancement - Double Augment Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. Cost: Skill Point Burned (2)

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Enhancement - Triple Perk

Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. Cost: Skill Point Burned (2)

Knowledge of the Talent [Type]

Type: SpellBook / SpellPage / TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the benefits of the Multi-Talented ability from the 'Diversified Training' skill. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sticky Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - This implement cannot be stolen by the 'Pick Pocket' skill. Cost: Copper (20)

Tinker's Knowledge (Master) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Master) Craftsmanship with one of the following specializations: Tinkering / Bombs / TinkerTwist / TwistStone. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

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Superior Tinker's Trap Expertise Cost: 2 Skill Points Prerequisites: Tinker's Trap Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 45% Formulas:

Dissolving Lock Trap Type: Trap, Lock Rarity: Rare Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 3 to find. If you have triggered this trap, by someone trying to pick the lock, your lock picks are destroyed or if by someone trying to break the lock, they are affected by 'Dire Acid 30'. The person who triggered the trap may only use Premonition as a defense. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (80), Fade Root (1)

Epoxy Lock Trap

Type: Trap, Lock Rarity: Rare Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 7 to find. If you have triggered this trap, this lock is unable to be opened by either the appropriate Key or by the 'Lock Picking' skill for the remainder of the Logistics. Please tear this card in halve and place it on top of the lock item card or in the lock close pin, to indicate this trap has been activated. This lock can still be removed by destroying it via 'Strength' or other lock destruction methods. This 'Lock Trap' is destroyed once triggered Cost: PP (9), Copper (90), Tellurian Dust (1), Fade Root (1)

© Instant Spike Plate Trap Type: Trap, Floor Rarity: Common Prerequisite: Artificing Description: As per Spike Plate Trap, requires a five count to prime, but may be thrown directly onto the ground and is immediately active. Destroyed once triggered. Cost: PP (5), Copper (40)

Recording Lock Trap

Type: Trap, Lock Rarity: Rare Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 7 to find. If you have triggered this trap, you must remove recording device, located with this item card, and take two clear pictures of yourself (using flash, if appropriate), and return the device. You are aware you likeness has just been recorded, but you may not take any extra steps to physically conceal or obscure your identity once the trap has been triggered. The person who triggered the trap may only use Premonition as a defense. This 'Make a Record' cannot be destroyed by any means. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (80), Prismatic Dust (1)

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Tinker's Burglary Expertise Cost: 2 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

Burglar's Blessing [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: At Logistics - If you possess the 'Pick Pocket' skill, you may sacrifice your ability to pick pockets in order to gain a single use of 'Rogue's Luck'. (Duration Logistics) Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Crow Bar [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 10 charges - Use while activating a 'Feat of

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Strength' gains +1 level of Strength for the purposes of breaking locks, bars and manacles. Multiple charges may be expended at once. Note - This item can be crafted as a 'BladeStone' or a 'Weapon' by an Tinkering Artificer. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Possessive [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: At Logistics - If you possess the 'Pick Pocket' skill, you may sacrifice your ability to pick pockets in order to gain immunity to one pick-pocket attempt that is made against you during the current logistics. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Purse Slitter [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: At Logistics - Expend one to several uses of the 'Force Rogue' or 'Force Fighter' skills, to gain -5 seconds to searching a target (minimum of 10 seconds) and -30 seconds to searching an area (minimum of 1 minute) for each expended skill. This benefit may NOT be used in conjunction with the 'Conceal' skill or 'Quick Search' skill. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Chaos Bomb Expertise Cost: 3 Skill Points Prerequisites: Tinker's Damaging Bomb Expertise Common - Proficiency: 55% Rare - Research: 45% Proficiency: 55% Formulas:

Acid 20 Bomb Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Acid 20’. Each target which is struck by at least one packet takes 20 points of ‘Acid’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (4), Copper (30)

© Bomb Storing [Type]

Type: Armor / GuardStone Rarity: Common Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Bomb' for later use. At any point within the same logistics, you may call “Activate (Bomb X)”. Upon storing the 'Bomb', you must give it to a marshal, and the marshal must be told that the 'Bomb' has been stored for later use. No more than 1 'Bomb' may be stored at one time. While a 'Bomb' is stored, the 'Identify' spell or

the 'Mundane Identification Skill' will reveal the properties of the stored 'Bomb'. Note - This item can be crafted as a 'GuardStone' or an Armorsmithing Implement by an Tinkering Artificer. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Mass Cause Fear Bomb Type: Consumable, Bomb Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Cause Fear’. Each target which is struck by at least one packet is effected by the 'Cause Fear’ spell. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (3), Copper (20)

Mass Cleanse 30 Bomb Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Cleanse 30’. Each target which is struck by at least one packet takes 20 points of ‘Cleanse’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (4), Copper (30)

© Mass Weaken You Bomb Type: Consumable, Bomb Rarity: Common - (Necromancy) Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Weaken You’. Each target which is struck by at least one packet is effected by the 'Weaken You’ spell. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

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Tinker's Cloaking Expertise Cost: 3 Skill Points Prerequisites: Tinker's Burglary Expertise Common - Proficiency: 55% Rare - Research: 40% Proficiency: 50% Formulas:

© Area Search while Hidden [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: All Times - When Hiding, you may expend one use of any 'Force Rogue' skill or expend a ‘Rogue’s Luck’ to gain the ability to perform an 'Area Search' while Hidden. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Concealing Skin [Type] Type: BloodStone / FleshWard Rarity: Rare Prerequisite: Artificing Description: All times - If you possess the 'Conceal' skill, gain +6 levels for purposes of hiding objects on your own person. Note - This item can be crafted as a 'FleshWard' or a 'BloodStone' by a Tinkering Artificer. Cost: PP (8), Copper (170), Tellurian Dust (1), Mythril (1) Implement Additional Cost: Philosopher’s Dust (1)

Hide (Indoors) [Type]

Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - If you possess the 'Hide' skill, you may expend a use any of 'Force Rogue' skills, and immediately gain the 'Hide In-Doors' variant. (Duration 10 minutes) Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Hollow Hilt [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Must add a White Label, to the hilt of the improved weapon, clearly stating 'Conceal 2' and the name of the character who is holding the concealed pouch. This item works just like a Concealed compartment, a character must have the at least 'Conceal 2' to find the hidden compartment. Even if a character knows the hilt stores a hidden compartment, they cannot find it without the 'Conceal' skill. Characters with 'Conceal 1' will know there is a concealed compartment in the hilt of the weapon, just like a standard conceal compartment, they will not be able to open it. Note - This item can be crafted as a 'Weapon Implement' or a 'BladeStone' by a Tinkering Artificer. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Magical Hiding [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - You may sacrifice to ability to use the 'Hide' skill for 1 Hour, immediately gain the effects of the 'Invisibility 5' spell. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Combat Destruction Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 65% Rare - Research: 40% Proficiency: 45% Formulas:

© Burning Rage [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When using the 'Rage' skill, you may call "Burning Rage" instead. Enter the 'Burning Rage' stance and gain the following benefits: all weapon attacks (including 'Death Blow') use the 'Flame' weapon damage type, immediately gain the effects of a 'Potency', and gains +5 damage [Stackable Increase] to all 3 weapon attacks or 3 packet 'Strikes'. The user is NOT prevented from using the 'Parry' or 'Dodge' skill. [Stance] (Duration 5 minutes). Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Cloudstrike [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - After using the ‘Daze’ or ‘Maim’ skill on an enemy, gain +5 weapon damage [Stackable Increase] with your next weapon attack, which must be used within 3 seconds. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Duel Wield Sacifice [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - If you possess the 'Dual Wield' skill, when your off hand is empty, gain +1 weapon damage [Stackable Increase] to all light weapons. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Reckless Assault [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Sidestep' skill, immediately gain the ability to add the 'Force' keyword to one use of ('Repel' / 'Maim' / 'Restrain' / 'Daze' / 'Trip'). Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Thornstrike [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - After using the ‘Restrain’ or ‘Trip’ skill on an enemy, gain +5 weapon damage [Stackable Increase] with your next weapon attack, which must be used within 3 seconds. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Combat Versatility Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 50% Formulas:

Boundless Versatility (Apprentice) [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - May use any of the following abilities as hot-swappable with each other ('Maim', 'Daze', 'Trip', 'Repel', 'Restrain'). Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fighter Versatility [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - May use 'Trip' and 'Maim' hot-swappable with each other. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Rogue Versatility [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - May use 'Restrain' and 'Daze' hot-swappable with each other. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Silencing You [Type]

Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Gain the ability to attack for 'Silence You' hot-swappalbe with the 'Daze' or 'Restrain' skills. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Twin Counter [Type] Type: BladeStone / TinkerTwist / TwistStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When you use the 'Force Counter' skill, immediately use a second attack of the countered ability. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Confounding Bomb Expertise Cost: 2 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 45% Formulas:

© Mass Daze Bomb

Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Daze You’. Each target which is struck by at least one packet is effected by the 'Daze You’ spell. There is no additional effect if the target is struck by more than one packet. Cost: PP (3), Copper (20)

© Mass Freeze Your [Limb] Bomb

Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Freeze Your [Limb]’. Each target which is struck by at least one packet is effected by the 'Freeze Your [Limb]’ spell. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

© Mass Restrain Bomb Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Restrain You’. Each target which is struck by at least one packet is effected by the 'Restrain You’ spell. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (3), Copper (20)

© Mass Trip Bomb Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Trip You’. Each target which is struck by at least one packet is effected by the 'Trip You’ spell. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

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Tinker's Damaging Bomb Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 55% Formulas:

© [Element] Burst 10 Bomb Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘[Element] 10’. Each target which is struck by at least one packet takes 10 points of the select elemental damage. When this

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bomb is created you must choose an element ('Freeze' / 'Burn' / 'Shock' / 'Stone') for the [Element] keyword. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

[Element] Burst 20 Bomb

Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘[Element] 20’. Each target which is struck by at least one packet takes 10 points of the select elemental damage. When this bomb is created you must choose an element ('Freeze' / 'Burn' / 'Shock' / 'Stone') for the [Element] keyword. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (4), Copper (30)

© Acid 10 Bomb Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Acid 10’. Each target which is struck by at least one packet takes 10 points of ‘Acid’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

Force Launch [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - May add the 'Force' keyword with one bomb. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Mass Cleanse 10 Bomb Type: Consumable, Bomb Rarity: Common Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Cleanse 10’. Each target which is struck by at least one packet takes 10 points of ‘Cleanse’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: PP (2), Copper (5)

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Tinker's Defense Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 65% Rare - Research: 40% Proficiency: 40% Formulas:

© Guardian Blade (Apprentice) [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Parry', 'Dodge' or 'Evade' skills to use the 'Defend' skill instead. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Guardian Blade (Journeyman) [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - Expend a use of the 'Parry', 'Dodge' or 'Evade' skills to use the 'Defend' skill instead. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Hunkered Defense [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Hunker Down' skill to call "Hunkered Defense", immediately gain an additional +3 Maximum Health [Stackable Increase] to your existing armor. (Duration 5 Minutes) Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Hunkered Stone [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - When using the 'Hunker Down' skill, you may call "Hunkered Stone" instead. Enter the 'Hunkered Stone' stance and gain the following benefits: all weapon attacks (including 'Death Blow') use the 'Earth' weapon damage type, immediately gain the effects of a 'Potency', gain a 'Health Barrier' of 5, and reduces your 'Damage Ceiling' by 1 (minimum of 4). If you are wielding a shield (minimum of 3). [Stance] (Duration 5 minutes). Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

I know that Attack [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of one of the following skills ('Repel' / 'Main' / 'Restrain' / 'Daze' / 'Trip') to use a non-bonus 'Parry' as a defense for one of those skills. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Enchanted Trap Expertise Cost: 3 Skill Points Prerequisites: Superior Tinker's Trap Expertise Common - Proficiency: 70% Rare - Research: 40% Proficiency: 45% Formulas:

Enchanted Air Blast Lock Trap Type: Trap, Lock Rarity: Rare Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 2 to find. If you have triggered this trap, you are repelled by a blast of wind which pushes you back 10 steps from the lock. For the remainder of the Logistics, any time you are within approximately five feet of the lock, you are again blasted by wind and pushed back 10 steps. The person who triggered the trap may only use Premonition as a defense. This effect can only be removed by either going through the circle or being affected by 'Negate Magic'. This 'Lock Trap' is destroyed once triggered. Cost: PP (9), Copper (90), Mythril (1)

© Enchanted Blizzard Lock Trap Type: Trap, Lock Rarity: Common Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 2 to find. If you have triggered this trap, you are paralyzed by a freezing spell for 5 minutes. The person who triggered the trap may only use Premonition as a defense. Anyone trying to touch you will be affected by a 'Force Freeze You 5' every second (please inform them as they touch you of the incoming damage). This condition can be removed early by any means that would remove you from your 'Death Count'. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (80), Fade Root (1)

Enchanted Fright Lock Trap Type: Trap, Lock Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 6 to find. If you have triggered this trap, you become terrified and must flee in fear for 10 seconds. The person who triggered the trap may only use Premonition as a defense. (cannot be resisted with 'Resist Mind Control'). Your character will feel a sense of malicious horror and will not approach the lock for the next 30 minutes. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (80), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Enchanted Immolation Lock Trap Type: Trap, Lock Rarity: Common Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 2 to find. If you have triggered this trap, you and everyone within arm’s reach of you are attacked by a 'Force Burn You 20'. The person who triggered the trap may only use Premonition as a defense, while any others who are targeted may Sidestep this as a Force Effect. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (80), Fade Root (1)

Enchanted Quake Lock Trap Type: Trap, Lock Rarity: Rare Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 2 to find. If you have triggered this trap, you are attacked by torrent of Earth Magic, which crushes your limbs. The person who triggered the trap may only use Premonition as a defense. All of your limbs are considered 'Maimed' for the remainder of the logistics. This condition can be removed early by any means that would remove you from your 'Death Count'. This 'Lock Trap' is destroyed once triggered. Cost: PP (9), Copper (90), Mythril (1)

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Tinker's Fighter Technique Expertise Cost: 2 Skill Points Prerequisites: Tinker's Combat Destruction Expertise Common - Proficiency: 45% Formulas:

© Crippling Cold [Type]

Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' ability, the first attack is for 'Force Maim', and the second is for 'Force 40 Ice'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Fangstrike [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Expend a use of 'Force Slay', immediately gain two uses of the 'Forceful Assault' skill, which must be used consecutively within 10 seconds. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Slash & Burn [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' ability, the first attack is for 'Force Trip', and the second is for 'Force 40 Flame'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Twin Hand [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Force Twinstrike' skill, immediately gain five consecutive attacks of 'Force 10 [Damage Type]'. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Focused Bomb Expertise Cost: 2 Skill Points Prerequisites: Tinker's Chaos Bomb Expertise Rare - Research: 25% Proficiency: 25% Formulas:

Blood Bomb Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a single packet, and will immediately drops a character into their 'Bleed Count'. ** Trained Only ** Cost: PP (6), Copper (50)

Death Bomb Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a single packet, and will immediately drops a character into their 'Death Count'. ** Trained Only ** Cost: PP (8), Copper (70), Onyx (1)

Harmful Force Restore Spirit Bomb Type: Consumable, Bomb Rarity: Rare Prerequisite: Artificing Description: This Tinkering Bomb is thrown as a single packet, and can ONLY be used to cause Harm to an 'Undead' or 'Demonic' target. Immediately drops your target into their 'Death Count'. ** Trained Only ** Cost: PP (8), Copper (70)

Quick Bombs Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use a Bomb to a 3 count instead of a 5 count. Cost: Copper (200)

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Tinker's Investigation Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 55% Rare - Research: 40% Proficiency: 50% Formulas:

© Cat's Eye [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: All Times - When affected by the 'Truevision' ability, you may call "Empowered" and gain +2 Levels of 'Conceal' for the purposes of searching. (Must have the 'Conceal' skill) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Quick Investigator [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: At Logistics - If you possess the 'Quick Search' skill, you may increase the time to search a target by 10 seconds, for each level of 'Quick Search' you possess, in order reduce the time required to search an area by 30 seconds (minimum of 1 minute). (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Scout's Vision [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Expend one use of the 'Hidden Dash' skill, call "Activate Keensight 5" and immediately gain the effects of the 'Keensight 5' spell. This 'Keensight' allows you to see through both 'Hide (Out-Doors)' and 'Hide (In-Doors)'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Searching Sight [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: At logistics - You may sacrifice the 'Area Search' bonus from 'Quick Search' for a single use of 'Keensight 5'. To activate the 'Keensight 5' spell, call "Activate Keensight 5" and immediately gain the effects of the spell. This 'Keensight' allows you to see through both 'Hide (Out-Doors)' and 'Hide (In-Doors)'. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Tracking Theory [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend TWO uses of the 'Force Rogue' skill or the 'Force Arcanist' spells, to gain the 'Tracking' skill for 30 minutes. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Lock Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 50% Rare - Research: 40% Proficiency: 60% Formulas:

© Bar (Level 2) Type: Lock, Bar Rarity: Common Prerequisite: Artificing Description: This is a 'Bar'. This item is a keyless level 2 lock that can only be locked or unlocked from the inside, by any character. A Lock Trap may be applied to a Bar as normal. Placing both a Bar and a Lock on a door does not increase the level of either the bar or the lock.

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Cost: PP (3), Copper (20)

Enhanced Tinker Tools Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - When using Commoner Tinkering Tools (+0) to pick a lock or disarm a trap this Implement increase the level of locks and traps that you can pick and disarm by +1. This implement cannot be used in conjunction with Improved Tinkering Tools. Cost: Copper (400)

© Lock (Level 6) Type: Lock Rarity: Common Prerequisite: Artificing Description: A Level 6 lock that may be installed on a door, chest, or compartment. A newly produced lock automatically includes 6 Keys. It takes a 5 count to close or open a lock with a key. Cost: PP (8), Copper (80), Onyx (1)

© Tinker’s Manacles Type: Manacles Rarity: Common Prerequisite: Artificing Description: Tinker’s Manacles are used to restrain a character in some fashion, usually binding their wrists to keep them from being able to attack but other methods can be used provided they do not impair a player’s safety. Tinker’s Manacles are constructed with 4th level locks built in, requiring Strength 20 and a Feat of Strength to escape from. Tinker’s Manacles render the character wearing them 'Helpless'. The wearer may speak, use skills, and move within the confines of the manacles, but they are vulnerable to Killingblow and Deathblow as if they were unconscious. Tinker’s Manacles may have Lock Enhancements added to them Poison Lock Trap or Lock Trap installed into them. Cost: PP (8), Copper (140), Fade Root (1)

© Tinkering Tools (+1) Type: Tinkering Tools Rarity: Common Prerequisite: Artificing Description: When used to pick a lock these improved tools increase the level of locks that you can pick by +1. Cost: PP (10), Copper (120), Mythirl (1)

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Tinker's Rejuvenation Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 55% Formulas:

© Curative Examination [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 3 / Logistics - If you possess the 'Medicine' Level 3 skill, you may perform an 'Examination' followed by a 'Grant Well Being'. (must role-play the 'Examination' and receive the

appropriate information) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Defender's Regeneration [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 3 / Battle - When using the 'Defend' or 'Defend You' skills, the user immediately gains 2 points of Healing. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vigorous Restoration [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Expend a use of the 'Hunker Down', 'Vigor', or 'Rage' skills to gain self-only 'Heroism'. You must perform a Rest 5 Count "Rest 1, Rest 2… Heroism" Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Vital Avoidance [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Dodge' skill or the 'Parry' skill, immediately gain a 'Health Barrier' 5. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Warmaster's Theory [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Gain the ability to use the 'Heroism' effect hot-swappable with the 'Force Slay' skill. Call "Warmaster's Heroism". (Duration 5 minutes) Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Rogue Technique Expertise Cost: 2 Skill Points Prerequisites: Tinker's Combat Destruction Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 40% Formulas:

© Beatdown [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' or the 'Force Knockback' skills, you may use 'Force Trip' for both attacks. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Boosted Knock Back [Type]

Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Knockback' skill, gain a third swing of 'Force Repel'. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Confounding Assault [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Knockback' ability, you may use the first attack as 'Force Daze', and the second is for 'Force Repel'. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Staggering Assault [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Knockback' ability, the first Swing is for 'Force 30 [Damage Type]', and the second is for 'Force Repel'. Cost: PP (10), Copper (270), Philosophers Dust (1), Tellurian Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Superior Cloaking Expertise Cost: 2 Skill Points Prerequisites: Tinker's Cloaking Expertise Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas:

© Dashing Disappearance [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: All Times - Expend a use of 'Hidden Dash' to call "Disappear", immediately gain the effects of the ‘Disappear’ skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Hidden Pocket [Type] Type: Armor / GuardStone Rarity: Rare Prerequisite: Artificing Description: All Times - If you possess the 'Conceal' skill, gain +6 levels for purposes of hiding objects on your own person. (You do NOT need the ‘Conceal’ skill) Note - This item can be crafted as an 'Armorsmithing Implement' or a 'GuardStone' by a Tinkering Artificer. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Masked Versatility [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: At Logistics - If you possess the 'Disguise' skill and are Disguised as one of your assigned personas, gain one of each of the following skills, for each 'Unassigned Persona' you have, so long as you remain disguised ('Strength' Level 1, 'Quick Search' Level 1, ‘Healer’s Touch’ Level 1, 'Arcane Armor' Level 1). Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Skulker's Vengeance [Type] Type: TinkerTwist / TwistStone Rarity: Common - (Necromancy) Prerequisite: Artificing Description: All Times - Expend a use of the 'Hidden Dash' skill, immediately gain the ability to use the 'Hide' skill on a dying target. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Superior Combat Versatility Expertise Cost: 2 Skill Points Prerequisites: Tinker's Combat Versatility Expertise Common - Proficiency: 65% Rare - Research: 35% Proficiency: 50% Formulas:

Boundless Versatility (Journeyman) [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - May use any of the following abilities as hot-swappable with each other ('Maim', 'Daze', 'Trip', 'Repel', 'Restrain'). Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Haymaker's Conviction [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When attacking with 'Force Slay' or 'Force Knockout', you gain a one use of 'Force Deathblow' against the any target within 10 seconds. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vigorous Assault [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Vigor' skill, immediately gain a use of 'Vigorous Assault'. Perform a 'Rest' on a 5 count (just like 'Vigor'), while kneeling, and call "Vigorous Assault" to gain a +2 damage [Stackable Increase]. (Duration 5 minutes) Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1)

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Implement Additional Cost: Philosopher’s Dust (1)

© Waylaying Bombing [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: At Logistics - If you possess the 'Waylay' skill, you may sacrifice it to gain one 'Bonus' use of a non-force 'Knockout' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Superior Defense Expertise Cost: 3 Skill Points Prerequisites: Tinker's Defense Expertise Common - Proficiency: 60% Rare - Research: 35% Proficiency: 50% Formulas:

© Anticipate Blows [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Expend one use of 'Force Slay', 'Force Knockout', or 'Assassinate' to gain a 'Bonus' use of 'Sidestep'. (Duration Logistics) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Empowered Counter [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When an attacked by a skill with the 'Force' Key word, you may expend a use of 'Force Counter', and call "Sidestep, Empowered Counter, Force (X)". Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Guardian Blade (Master) [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - Expend a use of the 'Parry', 'Dodge' or 'Evade' skills to use the 'Defend' skill instead. 1 / Logistics - Expend a use of the 'Parry', 'Dodge' or 'Evade' skills to use the 'Force Defend' skill instead. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Lightning Speed [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Force Slay' or 'Force Knockout' skill, immediately gain one 'Bonus' use of 'Parry', 'Dodge', and 'Evade'. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Shadow Resistance [Type] Type: TinkerTwist / TwistStone Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Sidestep' skill, immediately gain the ability to apply your 'Damage Ceiling' against 'Drain' / 'Pass' / 'Siphon'. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Tinker's Superior Lock Expertise Cost: 2 Skill Points Prerequisites: Tinker's Lock Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 40% Formulas:

Anti-Magic Manacles Type: Manacles Rarity: Rare Prerequisite: Artificing Description: Anti-Magic Manacles are used to restrain a character in some fashion, usually binding their wrists to keep them from being able to attack but other methods can be used provided they do not impair a player’s safety. Anti-Magic Manacles are constructed with 4th level locks built in, requiring Strength 20 and a Feat of Strength to escape from. Anti-Magic Manacles render the character wearing them 'Helpless'. The wearer may speak, use skills, and move within the confines of the manacles, but they are vulnerable to Killingblow and Deathblow as if they were unconscious. Anti-Magic Manacles may have Lock Enhancements added to them 'Poison Lock Trap' or 'Lock Trap' installed into them. 1 / Logistics - When fastened on a target, you may activate them and call "Activate Anti-Magic Manacles", which can only be defended by a ‘Preminition’. The 'Negate Magic' effect's duration is extended; as long as the target is wearing the Manacles they are affected. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Prismatic Gem (1)

Bar (Level 3) Type: Lock, Bar Rarity: Rare Prerequisite: Artificing Description: This is a 'Bar'. This item is a keyless level 3 lock that can only be locked or unlocked from the inside, by any character. A Lock Trap may be applied to a Bar as normal. Placing both a Bar and a Lock on a door does not increase the level of either the bar or the lock. Cost: PP (6), Copper (50), Fade Root (1)

Lock (Level 7) Type: Lock Rarity: Rare Prerequisite: Artificing Description: A Level 7 lock that may be installed on a door, chest, or compartment. A newly produced lock automatically includes 6 Keys. It takes a 5 count to close or open a lock with a key. Cost: PP (8), Copper (80), Tellurian Dust (1), Mythril (1)

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© Master Key Type: Misc. Rarity: Common Prerequisite: Artificing Description: This Key can be created to work for up to 10 separate different locks. The Phys rep of this item is an actual key. A Character may add new locks to the Master Key, up to the maximum of 10 locks, in a Workshop. This is done by informing a Marshal once the Tinker has had both the Master Key and an original key in a workshop for 5 minutes. Cost: PP (8), Copper (120), Onyx (1)

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Tinker's Trap Expertise Cost: 2 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 65% Formulas:

© Acid Burst Lock Trap Type: Trap, Lock Rarity: Common Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 5 to find. If you have triggered this trap, you and everyone within arm’s reach of you are attacked by a 'Force Acid 10'. The person who triggered the trap is affected by a 'Force Acid 20'. Both of these effects may be Sidestepped as a Force Effect. This 'Lock Trap' is destroyed once triggered. Cost: PP (8), Copper (70)

© Alert Lock Trap

Type: Trap, Lock Rarity: Common Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 5 to find. If you have triggered this trap, you must remove the Air horn / Bell, located with this item card, and loudly uses it for a full 5 seconds. This 'Lock Trap' is destroyed once triggered. Cost: PP (6), Copper (50)

Concealed Spike Plate Trap Type: Trap, Floor Rarity: Rare Prerequisite: Artificing Description: As per Spike Plate Trap, but this trap is concealed by Level 5 Conceal when active. The trap must be clearly marked as concealed. Destroyed once triggered. Cost: PP (6), Copper (50)

© Resetting Lock Trap

Type: Trap, Lock Rarity: Common Prerequisite: Artificing Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 4 to find. If you have triggered this trap, you are attacked by 20 points of 'Normal' 'Force' damage, which you may Sidestep. This 'Lock Trap' is NOT destroyed once triggered, it will remain on this lock for the duration of the lock, and can be triggered multiple times. Cost: PP (8), Copper (70)

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TinkerTwist Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Tinkering Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 55% Formulas:

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. Cost: Skill Point Burned (1)

© Fast Identification Perk (Tinkering) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (TinkerTwist / TwistStone), you are able to identify it's properties in 30 seconds instead of 1 minute. Cost: Copper (20)

Tinker's Apprentice [Type] Type: TinkerTwist / TwistStone Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Tinkering items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Tinker's Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Lore (Novice) Craftsmanship with one of the following specializations: Tinkering / Bombs / TinkerTwist / TwistStone. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Tinker's Knowledge (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Lore (Adept) Craftsmanship with one of the following specializations: Tinkering / Bombs / TinkerTwist / TwistStone. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

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Tinkering Infusions

© A Twist of Deadman's Trigger

Cost: 1 Skill Point Prerequisites: A Twist of the Trained Tinkerer Proficiency: 75% Rarity: Common Description: The user of the targeted Implement may throw a bomb which they have in hand any time they are dropped into their 'Bleed Count' or 'Death Count'. This is used by calling "Contingency (Bomb Name)" within 10 seconds of falling down, and throwing the bomb spell packet(s). (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© A Twist of Explosive Powder Cost: 1 Skill Point Prerequisites: A Twist of Deadman's Trigger Proficiency: 65% Rarity: Common Description: The user of the targeted Implement may once, immediately throw a second packet when throwing any of the following bombs: 'Trip Bomb', 'Acid 5 Bomb', 'Acid 10 Bomb', 'Acid 20 Bomb', 'Daze Bomb', 'Knockout Bomb', and 'Blood Bomb'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

A Twist of Forceful Detonation Cost: 2 Skill Points Prerequisites: Points Invested (20), A Twist of Explosive Powder Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement may add the 'Force' keyword to a 1 attack with one of the following bombs: 'Trip Bomb', 'Acid 5 Bomb', 'Acid 10 Bomb', 'Acid 20 Bomb', 'Daze Bomb', 'Knockout Bomb', and 'Blood Bomb'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

A Twist of Hidden Edges

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of Concealment Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains +6 levels of 'Concealment' when hiding objects on their body. The user does not need to already have the 'Conceal' skill in order to benefit. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

A Twist of Self-Destruction Cost: 2 Skill Points Prerequisites: Points Invested (50), A Twist of Deadman's Trigger Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by a 'Killingblow' or 'Deathblow', they may

immediately call "Contingency, Force Burn You 100" as a touch or thrown attack against the creature that performed the 'Killingblow ' / 'Deathblow'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© A Twist of the Trained Tinkerer Cost: 1 Skill Point Prerequisites: Boon of the Apprentice Proficiency: 75% Rarity: Common Description: The user of the targeted Implement is Considered 'Trained' in utilizing Tinkering items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

© A Twist of Twisted Pockets Cost: 1 Skill Point Prerequisites: A Twist of the Trained Tinkerer Proficiency: 65% Rarity: Common Description: The user of the targeted Implement is 'Immune' to a single 'Pick-Pocket' attempt from the 'Pick-Pocket' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Acid Rain Cost: 2 Skill Points Prerequisites: Points Invested (20), A Twist of Explosive Powder Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to perform a 'Foot Plant' at-will 'Acid 10'. Packets may only be thrown 1 at a time (i.e., Acid 10, Acid 10, Acid 10, etc.). (Duration 5 minutes) [Target: Self] Cost: Infusion Points (10)

Acid Torrent Cost: 2 Skill Points Prerequisites: Points Invested (50), Acid Rain Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to perform a 'Foot Plant' at-will 'Acid 25'. Packets may only be thrown 1 at a time (i.e., Acid 25, Acid 25, Acid 25, etc.). (Duration 5 minutes) [Target: Self] Cost: Skill Point Burned (1), Infusion Points (10)

Artificer's Mark Cost: 1 Skill Point Prerequisites: Tinkering Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

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Bolster Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

Bone Fire Trigger Cost: 1 Skill Point Prerequisites: A Twist of Deadman's Trigger Research: 45% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to target a willing or helpless creature's body, it becomes primed with explosive infusion power which can be triggered by the Artificer that performed this infusion. Once during the current logistics, if the targeted creature hears the Artificer call "Trigger Bone Fire Explosion" then the target immediately falls into their 'Death Count'. The targeted creature cannot purposefully avoid this effect by shouting or plugging their ears. This Infusion can only be revealed through use of the ‘Defuse Trigger’, 'Medical History Infusion' or the 'Legend Lore Ritual Spell'. (Duration Logistics) [Target: Creature]

Cost: Infusion Points (5)

© Boon of Concealment Cost: 1 Skill Point Prerequisites: Tinkering Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains +3 levels of 'Concealment' when hiding objects on their body. The user does not need to already have the 'Conceal' skill in order to benefit. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Impossible Speed

Cost: 2 Skill Points Prerequisites: Points Invested (50) Proficiency: 45% Research: 45% Rarity: Rare Description: The user of the targeted Implement gains 5 'Sidestep' (non-bonus). (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains 'Multi-

Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

© Boon of the Apprentice Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman

Cost: 2 Skill Points Prerequisites: Boon of the Apprentice Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater than 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing

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all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

Boon of the Quick Draw Attack

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may use the 'Force' keyword on the first weapon attack that they make after each 'Short Rest'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Boon of Versatile Defense

Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement may choose to use either their 'Dodge' skill or their 'Parry' skill as the 'Evade' skill instead. The user must choose either 'Dodge' or 'Parry', not both, and the user may not benefit from this Infusion if they already possess the 'Evade' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (10)

© Container Concealed Cost: 1 Skill Point Prerequisites: Boon of Concealment Proficiency: 65% Rarity: Common Description: This Infusion is used to target a wooden or metal box no smaller than 4" wide and no larger than 4' wide, which is in a permanent structure, and concealing the container at 'Conceal' level 3. The Artificer does not personally need to use the 'Conceal' skill in order to find this container (they are attuned to the container), and the 'Conceal' level of the container cannot be improved in any way. This container cannot be moved by anyone who has not discovered the container using 'Conceal'. Moving the container ends this infusion and creatures cannot be placed within this container. The Artificer must label the concealed container appropriately. (Duration: Logistics) [Target: Container]

Cost: Infusion Points (5)

Container Vanished Cost: 2 Skill Points Prerequisites: Points Invested (50), Container Concealed Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion is used to target a wooden or metal box no smaller than 4" wide and no larger than 4' wide, concealing the container at 'Conceal' level 10. The Artificer does not personally need to use the 'Conceal' skill in order to find this container (they are attuned to the container), and the 'Conceal' level of the container cannot be improved in any way. This

container cannot be moved by anyone who has not discovered the container using 'Conceal'. Moving the container ends this infusion and creatures cannot be placed within this container. The Artificer must label the concealed container appropriately. (Duration: Logistics) [Target: Container]

Cost: Skill Point Burned (1), Infusion Points (10)

© Craft Hall Augment Installation

Cost: 1 Skill Point Prerequisites: Tinkering Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

© Defuse Trigger

Cost: 1 Skill Point Prerequisites: Tinkering Artificing Proficiency: 65% Rarity: Common Description: This Infusion allows the Artificer to target a creature who and reveal if they are under a Tinkering Trigger Infusion (such as 'Bone Fire Trigger', or 'Enslaving Detonation Trigger') and immediately end all such Infusions upon the target with no adverse effects. Sometimes this Infusion can reveal weither the target has recently been influenced by such a Trigger. [Target: Creature] Cost: Infusion Points (5)

© Destroy Installed Augment Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

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Destroy Lock Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to target a Level 1 - 4 'Lock', and destroys it. If there was a 'Lock Trap' installed in the 'Lock', this Infusion triggers the 'Lock Trap', which might prevent you from completing the Infusion. Cost: Infusion Points (10)

Destroy Ward Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows an Artificer to destroy a standard 'Ward' by touching the 'Ward' and performing a 30 count, "Destroy Ward 1, Destroy Ward 2,... Destroy Ward 30”. At the end of the count the 'Ward' will be destroyed. This infusion will destroy a normal 'Ward' completely regardless of how many 'Create Ward Runes' was used to create it. A Marshal must be notified of the 'Wards' destruction. [Target: Ward] Cost: Infusion Points (10)

© Empower Craft Hall

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This Infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Onyx

Cost: Free (Armor Smithing Artificing Level 1) Prerequisites: Armor Smithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Onyx’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Mythril

Cost: Free (Tinkering Artificing Level 2) Prerequisites: Tinkering Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Mythril’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (2)

© Harvest Adamantium

Cost: Free (Tinkering Artificing Level 3) Prerequisites: Tinkering Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Adamantium’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (4)

© Infused Examination Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as:

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• The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

© Install TwistStone Augment Cost: Free Prerequisites: Tinkering Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to install an TwistStone Augment which they possess into a targeted TinkerTwist. In order to be targeted by this infusion, the targeted TinkerTwist must either be unimproved Commoner Equipment (for instance, a gear or goggles), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary with the TinkerTwist, in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Paralyzing Detonation Trigger Cost: 1 Skill Point Prerequisites: Bone Fire Trigger Research: 45% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to target a willing or helpless creature's body, it becomes primed with explosive infusion power which can be triggered by the Artificer that performed this infusion. Once during the current logistics, if the targeted creature hears the Artificer call "Trigger Paralyzing Detonation" then the target is affected by a 'Paralyze' effect with a 5 minute duration. The targeted creature cannot purposefully avoid this effect by shouting or plugging their ears. This Infusion can only be revealed through use of the ‘Defuse Trigger’, 'Medical History Infusion' or the 'Legend Lore Ritual' spell. (Duration Logistics) [Target: Creature]

Cost: Infusion Points (5)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Watchful Recollection Cost: 2 Skill Points Prerequisites: Points Invested (50), Tome of Recording Research: 45% Proficiency: 45% Rarity: Rare Description: This Infusion allows the Artificer to target a specific location within a Permanent Structure, and set up a recording device in that location. For the remainder of the current logistics, the device may continue to record audio or video as if that location were benefitting from a 'Make A Record' spell with a duration of one logistics. At any time during the current logistics, the Artificer may return to the location and reclaim the device in order to end the Infusion, thus retrieving the record. The recording device may not be moved, but if it is noticed, it may be covered up. It may also be targeted with a 'Negate Magic' spell to end this Infusion. (Duration Logistics) [Target: Permanent Structure]

Cost: Skill Point Burned (1), Infusion Points (10)

Weaken Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall] Cost: Infusion Points (15)

Tinkering Elusives

A Twist of Swashed Buckles Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains 1 / Battle a 'Bonus' use of the 'Force Counter' ability, 1 / Battle a 'Bonus' use of the 'Maim' skill, 1 / Battle a 'Bonus' use of 'Evade'. (Duration Logistics) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Acid Explosion Lock Trap Cost: 3 Skill Points Type: Trap, Lock Prerequisites: Superior Tinker's Trap Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This is a 'Lock Trap'. This trap requires 'Conceal'

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level 7 to find. If you have triggered this trap, you and everyone within arm’s reach of you are attacked by a 'Force Acid 50'. The person who triggered the trap may only use Premonition as a defense, while any others who are targeted may Sidestep this as a Force Effect. This 'Lock Trap' is destroyed once triggered. Cost: ?????????????

Boundless Versatility (Master) [Type] Cost: 3 Skill Points Type: TinkerTwist / TwistStone Prerequisites: Tinker's Superior Combat Versatility Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: 3 / Battle - May use any of the following abilities as hot-swappable with each other ('Maim', 'Daze', 'Trip', 'Repel', 'Restrain'). 1 / Logistics - May use any of the following abilities as a double attack 'Force' ('Maim', 'Daze', 'Trip', 'Repel', 'Restrain'). Cost: ?????????????

Dragon’s Breath Bomb Cost: 3 Skill Points Type: Consumable, Bomb Prerequisites: Tinker's Chaos Bomb Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call "Dragon's Breath Bomb, Force Burn You 200". Each target which is struck by at least one packet takes 200 points of ‘Force Burn’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: ?????????????

Dominating Detonation Trigger Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Enslaving Detonation Trigger Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This Infusion allows the Artificer to target a willing or helpless creature's body; it becomes primed with necrotic infusion power which can be triggered by the Artificer that performed this infusion. When this infusion is used, the Artificer must expend a 'Necrether', and may give the targeted creature instructions which will be triggered when this infusion is activated. The target will not have any memory of receiving this infusion or the instructions. Once during the current logistics, if the targeted creature hears the Artificer call "Trigger Dominating Detonation" then the target acts as if they have been successfully targeted by the 'Necrether', and given the commands which they received earlier (cannot be resisted). The targeted creature cannot purposefully avoid this effect by shouting or plugging their ears. This Infusion can only be revealed through use of the 'Medical History Infusion' or the ‘Defuse Trigger’, 'Legend Lore Ritual Spell'. (Duration 6 Months) [Target: Creature] Cost: ?????????????

Enchanted Cleansing Lock Trap Cost: 3 Skill Points Type: Trap, Lock Prerequisites: Superior Tinker's Trap Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 10 to find. If you have triggered this trap, you are affected by Restore Your Spirit. The person who triggered the trap may only use Premonition as a defense. This 'Lock Trap' is destroyed once triggered. Cost: ?????????????

Enchanted Suicide Lock Trap Cost: 3 Skill Points Type: Trap, Lock Prerequisites: Superior Tinker's Trap Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This is a 'Lock Trap'. This trap requires 'Conceal' level 10 to find. If you have triggered this trap, you are attacked by a necrotic mental compulsion. The person who triggered the trap may only use Premonition as a defense. (cannot be resisted with 'Resist Mind Control'). If affected by this trap, you are compelled to take the following action, "Apologize to the lock for tampering with it in a clear voice, find a place with no witnesses, and then kill yourself". The compulsion lasts for 30 minutes, and can be removed early by any means that would remove you from your 'Death Count'. This 'Lock Trap' is destroyed once triggered. Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced TinkerTwist Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. Cost: Skill Points Burned (5)

Enslaving Detonation Trigger Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (50), Paralyzing Detonation Trigger Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This Infusion allows the Artificer to target a willing or helpless creature's body; it becomes primed with necrotic infusion power which can be triggered by the Artificer that performed this infusion. Once during the current logistics, if the targeted creature hears the Artificer call "Trigger Enslaving Detonation" then the target acts as if they have been successfully enslaved by the artificer (cannot be resisted). The targeted creature cannot purposefully avoid this effect by shouting or plugging their ears. This Infusion can only be revealed through

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use of the 'Medical History Infusion' or the ‘Defuse Trigger’, 'Legend Lore Ritual Spell'. (Duration Logistics) [Target: Creature] Cost: ?????????????

Force Acid 50 Cost: 3 Skill Points Type: Consumable, Bomb Prerequisites: Tinker's Damaging Bomb Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This Tinkering Bomb is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw and call ‘Force Acid 50’. Each target which is struck by at least one packet takes 50 points of ‘Acid’ damage. There is no additional effect if the target is struck by more than one packet. ** Trained Only ** Cost: ?????????????

Frightening Terror Bomb Cost: 3 Skill Points Type: Consumable, Bomb Prerequisites: Tinker's Focused Bomb Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This Tinkering Bomb is not thrown as a packet, but rather, directly allows the user to call "Frightening Bomb, Terror". ** Trained Only ** Cost: ?????????????

Long Lasting Perk Cost: 3 Skill Points Type: Perk Prerequisites: Points Invested (75) Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - When this item is first attuned to a player, write the player's name on the 'Item Card'. From that point the player must check into an event with this item, but otherwise doesn't need to have the item close to them to benefit from the implement. Cost: ?????????????

Mass Force Enslave Bomb Cost: 3 Skill Points Type: Consumable, Bomb Prerequisites: Tinker's Focused Bomb Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: This Tinkering bomb is thrown as a Mass Packet “Force Enslave” (Up to ten packets thrown in a single toss). Cost: ?????????????

Mind Fire Trigger Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (50), Paralyzing Detonation Trigger, Tinker's Focused Bomb Expertise Group Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows the Artificer to target a willing or helpless creature's body; it becomes primed with explosive infusion power which can be triggered by the Artificer that performed this infusion. Once during the current logistics, if the targeted creature hears the Artificer call "Trigger Mind Fire Explosion" then the target immediately falls into their 'Death Count', with only 30 seconds remaining. The targeted creature cannot purposefully avoid this effect by shouting or plugging their ears. This Infusion can only be revealed through use of the ‘Defuse Trigger’, 'Medical History Infusion' or the 'Legend Lore Ritual Spell'. (Duration Logistics) [Target: Creature] Cost: ?????????????

Prowlers Nose [Type] Cost: 3 Skill Points Type: TinkerTwist / TwistStone Prerequisites: Tinker's Investigation Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: At Logistics - If you possess the 'Conceal' skill, you may sacrifice 5 Levels to gain a passive alertness to the presence of anyone walking around 'Invisible' or 'Ethereal' within an arm’s reach of you. Must notify a marshal when activating this item. Cost: ?????????????

Smoke Bomb Cost: 3 Skill Points Type: Consumable, Bomb Prerequisites: Tinker's Cloaking Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This Tinkering Bomb is thrown as a single packet; it must be thrown at your feet. This Tinkering Bomb does NOT require a 'Prime Count'. When using, call "Smoke Bomb, Disappear", and immediately gain the effects of the 'Disappear' skill. ** Trained Only ** Cost: ?????????????

Tinkering Tools (+2) Cost: 3 Skill Points Type: Tinker Tools Prerequisites: Tinker's Lock Expertise, Tinker's Burglary Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: When used to pick a lock these improved tools increase the level of locks that you can pick by +2. Cost: ?????????????

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Weapon Artifice

Weapon Implement - Varying weapons, including gloves, and ranging light blades to full war

hammers.

Only one weapon implement can be used at any time, unless you are using a two single handed

implement and have the duel wield ability.

BladeStone Augment: When added to a weapon, a BladeStone usually grants new offensive capabilities,

increasing deadliness and effectiveness. When slotted into the weapon, these stones cause fundamental

magical changes which alter even the most mundane equipment.

BladeStone Rules Mechanic: These augments usually grant offensive weapon abilities, or improve

existing offensive/damaging weapon abilities which the user already possesses.

Duel Implement - Keyword: Every standard recipe cannot be used by a player within the same

implement / augment or by any other implement / augment (Reference page 12). The [Duel Implement]

keyword allows this recipe to be used in 2 different Implements by a player at the same time. Example –

You can use the Superior Implement (Weapon Damage +1) recipe in both your weapons at the same

time if you possess the Duel Wield skill. You are still unable to use 2 of the same recipes within the

same implement.

Special Note: All unmodified Heavy (Two-Handed) Weapons have the ability to allow for two Augments

to be installed within them, rather than just one. A Pole-Arm, Great-Axe, Great-Sword, Long-Bow or a

War-Hammer allows for two BladeStones to be installed, while a Staff allows for one BladeStone and one

Focus Stone (Runic Augment) to be installed. Weapon Gloves are used to augment thrown weapons and

claws, and can be used in conjunction with a shield or one other 1 handed weapon only if you have the

duel wield skill.

Level 1

The character gains the ability to benefit from Diagrams.

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The character gains the ability to permanently invest up to a maximum of 2 Skill Points into an Artifice

Skill Reservoir.

The character automatically becomes proficient with two individual Common Formulas from the

Weapon Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Formulas at no additional

cost –

Philosopher’s Dust

Celestial Dust

User Friendly Implement Perk

The character automatically becomes proficient in the use of the following Infusions at no additional

cost –

Boon of the Apprentice

Destroy Installed Augment

Harvest Fade Root

Install BladeStone Augment

Level 2

The character gains the ability to make Proficiency Rolls for Common Formulas and Infusions.

The character automatically becomes proficient with one individual Common Formula from the

Weapon Artifice Expertise list, which they may select at no additional cost.

The character automatically acquires one Formula Expertise group at no additional cost, chosen from

any expertise group available to them which has no prerequisite other than the underlying Artifice Skill.

The character automatically success all rolls associated with the selected Formula Expertise. The

character automatically becomes proficient in the use of the following Infusion –

Harvest Mythril

Level 3

The character gains the ability to make Research Rolls for Rare Formulas and Infusions.

The character gains the ability to create Diagrams.

The character automatically becomes proficient with one individual Common Formula from the

Weapon Artifice Expertise list, which they may select at no additional cost.

The character automatically becomes proficient in the use of the following Infusion –

Harvest Adamantium

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Weapon Artifice Formulas and Infusions

Weapon Formulas from Skill Progression Cost: Free Prerequisites: Artificing Level 1 Formulas:

© Philosopher’s Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Philosopher’s Dust’ with 6 month duration. Cost: PP (8)

© Celestial Dust Type: Component Rarity: Common Prerequisite: Artificing Description: Create a ‘Celestial Dust’ with 6 month duration. Cost: PP (6), Copper (50)

© User Friendly Implement Perk

Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Makes an Implement user friendly - "Untrained". Cost: Copper (20)

Advanced Weapon Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Weapon Fundamentals Expertise Common - Proficiency: 70% Rare - Research: 35% Proficiency: 40% Formulas:

Enhancement - Double Augment Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with two augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a third slot instead. [Duel Implement] Cost: Skill Point Burned (2)

Enhancement - Triple Perk Type: Enhancement Rarity: Rare Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept three Perks. [Duel Implement] Cost: Skill Point Burned (2)

© Lasting Weapon Stones Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Adds +1 minute to all Weapon Stones applied to this Weapon Implement. Cost: Copper (20)

Stone Storing Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain the ability to store a readied 'Weapon Stone' for later use. At any point within the same logistics, you may call “Activate (Weapon Stone X)”. Upon storing the 'Weapon Stone', you must give it to a marshal, and the marshal must be told that the 'Weapon Stone' has been stored for later use. No more than 1 'Weapon Stone' may be stored at one time. While a 'Weapon Stone' is stored, the 'Identify' spell or the 'Mundane Identification Skill' will reveal the properties of the stored 'Weapon Stone'. Cost: Copper (200)

Weaponsmithing Knowledge (Master) Perk

Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Craftsmanship (Master) with one of the following specializations: Weaponsmithing OR Oils OR Weapon Stones OR Weapons OR BladeStones. (The creator chooses the Lore specialization during creation) Cost: Copper (400)

Cleansing Weapon Expertise Cost: 3 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 45% Rare - Research: 45% Proficiency: 65% Formulas:

© Blessed (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Cleanse' as your 'Damage Type'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Blessed (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 3 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Cleanse' as your 'Damage Type'.

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Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Bright Edge [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Silver' or 'Cleanse' as your 'Damage Type'. If you choose 'Cleanse' as your 'Damage Type', gain +2 Weapon Damage [Stackable Increase] when using 3 weapon attacks or +4 Weapon Damage [Stackable Increase] when using 1 weapon attack. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Gleaming [Type]

Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - When using the 'DeathBlow' and 'Killingblow' abilities, you may the 'Silver' or 'Cleanse' 'Damage Type'. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Silver Weapon Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Silver'. [Duel Implement] Cost: Copper (100)

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Crippling Weapon Expertise Cost: 2 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 55% Formulas:

© Maim Stone Type: Consumable Rarity: Common Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Maim' skill. (Duration 5 minutes) Cost: PP (2), Copper (5)

© Maiming (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Maim' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Maiming (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Maim' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Trip Stone Type: Consumable, Stone Rarity: Common Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Force Trip' skill. (Duration 5 minutes) Cost: PP (2), Copper (5)

© Tripping (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Trip' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Tripping (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Trip' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Defensive Weapon Expertise Cost: 3 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 55% Rare - Research: 45% Proficiency: 55% Formulas:

Even Further Down [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Hunker Down' skill, gain an additional -1 (minimum of 1) Weapon Damage and reduce your 'Damage Ceiling' by 1 (minimum of 3) to your 'Hunker Down' stance. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Smoke Stance [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Gain the ability to call "Smoke Stance", immediately lose the ability to use any type of damaging abilities (Weapon Damage, Spell Damage, Healing, etc.). For the duration of the 'Stance', gain five uses of the 'Evade' skill (non-bonus), and a 'Damage Ceiling' of 3. [Stance] (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sure Grip (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sure Grip (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 3 / Battle - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. [Duel Implement] Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Sure Grip (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - When a limb, wielding a weapon, is affected by 'Maim', you may call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. [Duel Implement] Cost: PP (8), Copper (170), Tellurian Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Edge Weapon Expertise Cost: 2 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 70% Rare - Research: 40% Proficiency: 50% Formulas: Magic Sharpening Stone +3

Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Magic', and +3 weapon damage [Stackable Increase]. (Duration 5 minutes) ** Trained Only ** Cost: PP (8), Copper (70)

© Mighty Weapon [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - When using strikes from 'Weapon Proficiency' or 'Backstab', gains +1 Weapon Damage [Stackable Increase] when using 3 attacks or +2 Weapon Damage [Stackable Increase] when using one attack. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Quadstrike Weapon [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use a fourth attack when you are using the three weapon attack option. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Weapon Converting Augment +1

Type: BladeStone Rarity: Common Prerequisite: Artificing Description: Can only be installed into an unimproved Commoner 'Weapon'. When this Augment is installed the 'Weapon' is changed into a Weapon (+1 Weapon Damage [Gear Increase]) with one slot and the 'User Friendly Implement Perk', and the Augment is destroyed in the transformation process, freeing up the slot. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1)

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Eldritch Weapon Expertise Cost: 3 Skill Points Prerequisites: Superior Enchanted Weapon Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 30% Formulas:

Channeling (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Channeling (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. 1 / Logistics - May cast a spell through your weapon, you must sill begin the spell incant prior to attacking. When casting this one attack through your weapon, you may add the 'Force' Keyword. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Dragon Dust (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Magic Damage [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Magic'. [Duel Implement] Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Magic Weapon Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Magic'. [Duel Implement] Cost: Skill Point Burned (1)

© Transmutation BladeStone Type: BladeStone Rarity: Common Prerequisite: Artificing Description: When installed in a 'Weapon', this Augment changes the physical shape of the 'Weapon'. After the Transmutation is successful or fails, the BladeStone is destroyed and crumbles, freeing up the slot. Works by Marshals discretion. Can only be created as a BladeStone. Some weapons may gain or lose slots based on the beginning and ending states of the Weapon. Cost: PP (8), Copper (140), Fade Root (1)

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Enchanted Weapon Expertise Cost: 2 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 65% Rare - Research: 45% Proficiency: 65% Formulas:

© Air Damage [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Air'. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Airsheen Oil Type: Consumable, Oil Rarity: Common Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Air'. (Duration Logistics) Cost: PP (3), Copper (20)

Air Weapon Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Air'. [Duel Implement] Cost: Copper (200)

© Earth Damage [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Earth'. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Earthsheen Oil Type: Consumable, Oil Rarity: Common Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Earth'. (Duration Logistics) Cost: PP (3), Copper (20)

Earth Weapon Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Earth'. [Duel Implement] Cost: Copper (200)

© Flame Damage [Type]

Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Flame'. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Flamesheen Oil Type: Consumable, Oil Rarity: Common Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Flame'. (Duration Logistics) Cost: PP (3), Copper (20)

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Flame Weapon Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Flame'. [Duel Implement] Cost: Copper (200)

© Icesheen Damage [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Ice'. [Duel Implement] Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Icesheen Oil Type: Consumable, Oil Rarity: Common Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Ice'. (Duration Logistics) Cost: PP (3), Copper (20)

Ice Weapon Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Ice'. [Duel Implement] Cost: Copper (200)

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Forceful Weapon Expertise Cost: 2 Skill Points Prerequisites: Advanced Weapon Fundamentals Expertise Common - Proficiency: 80% Rare - Research: 35% Proficiency: 40% Formulas:

Flame Stance [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Gain the ability to call "Flame Stance", immediately loss the ability to use any form of non-damaging combat ability ('Maim', 'Restrain', 'Charm you', 'Repel You', etc.). For the duration of the 'Stance', gain +3 Weapon Damage [Stackable Increase] and may use the 'Force' keyword on 3 damaging weapon attacks. [Stance] (Duration 5 minutes) Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Force Counter Stone Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Force Counter' skill. (Duration 5 minutes) ** Trained Only ** Cost: PP (6), Copper (50)

© Forceful Strike (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - May apply the 'Force' keyword to a single non-force damaging weapon attack. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Slayer's [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When using the 'Force Slay' skill, you may immediately use a second weapon attack of 'Force Slay' against the same target. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Forceful Weapon Mastery Expertise Cost: 2 Skill Points Prerequisites: Superior Forceful Weapon Expertise Rare - Research: 25% Proficiency: 25% Formulas:

Fighters Boon [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Force Fighter' skill. This can be used for all the standard variances ('Force Slay' / 'Force Fortitude' / 'Force Twinstrike'). Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Forceful Strike (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - May apply the 'Force' keyword to a single non-force damaging weapon attack. 1 / Logistics - One 'Bonus' use of the 'Force Twinstrike' skill. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Rogues Boon [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Force Rogue' skill. This can be used for all the standard variances ('Force Knockout' / 'Force Counter' / 'Force Knockback'). Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Slay Stone Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Force Slay' skill. (Duration 5 minutes) Cost: PP (8), Copper (70)

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Might Weapon Expertise Cost: 3 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 75% Rare - Research: 40% Proficiency: 35% Formulas:

Crow Bar [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: Use while activating a 'Feat of Strength' 10 charges of +1 level of Strength for the purposes of breaking locks, bars and manacles. Multiple charges may be expended at once. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Executioner’s (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - One use of the 'Deathblow' ability. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Executioner’s (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - One use of the 'Deathblow' ability. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Executioner’s (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Battle - One use of the 'Deathblow' ability. 1 / Logistics - One use of 'Force Deathblow Magic' ability. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Musclebound Weapon Stance [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - Call "Musclebound Weapon Stance" and expend multiple 'Feats of Strength' to gain increased weapon damage with all non-force offensive attacks. The damage increase is equal to +1 damage [Stackable Increase] for every 1

'Feat of Strength' expended (Maximum of 5 'Feats of Strength'). [Stance] (Duration 5 minutes) Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Necrotic Weapon Expertise Cost: 3 Skill Points Prerequisites: Enchanted Weapon Expertise Common - Proficiency: 55% Rare - Research: 45% Proficiency: 55% Formulas:

© Corrupted (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Pass' as your 'Damage Type'. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Corrupted (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 3 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Pass' as your 'Damage Type'. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Devouring Blow [Type] Type: BladeStone / Weapon Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - Gain one use of 'Deathblow', must clearly call "Necrotic Empowerment, Deathblow Magic", if the target's response is "Taken", gain the effects of the 'Force Heroism' spell. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Immobile (Apprentice) [Type]

Type: BladeStone / Weapon Rarity: Common - (Necromancy) Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Immobilize You' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Immobile (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare - (Necromancy) Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Immobilize You' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Skirmish Weapon Expertise Cost: 2 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 60% Rare - Research: 45% Proficiency: 65% Formulas:

© Repel Stone Type: Consumable, Stone Rarity: Common Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Repel' skill. (Duration 5 minutes) Cost: PP (2), Copper (5)

© Repelling (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Repel' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Repelling (Journeyman) [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Repel' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Sea Wind Stance [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Gain the ability to call "Sea Wind Stance", all damaging weapon attacks are capped at 1. For the duration of the 'Stance', gain 10 uses of the 'Repel' skill, but you must act as if you are successfully and simultaneously targeted with a 'Repel' (in the direction of your choice, so long movement is possible) each time the 'Repel' skill is used. [Stance] (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Cleansing Weapon Expertise Cost: 2 Skill Points Prerequisites: Cleansing Weapon Expertise Common - Proficiency: 80% Rare - Research: 40% Proficiency: 40% Formulas:

Blessed (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Cleanse' as your 'Damage Type'.

1 / Logistics - May attack with the 'Force Restore Your Spirit' ability, may ONLY be used to cause Harm to an 'Undead' or 'Demonic' target. Immediately drops your target into their 'Death Count'. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Blessed Sufly Leaf (1) Implement Additional Cost: Philosopher’s Dust (1)

Cleansesheen Oil Type: Consumable, Oil Rarity: Rare Prerequisite: Artificing Description: Gain the weapon 'Damage Type' of 'Cleanse'. (Duration Logistics) ** Trained Only ** Cost: PP (4), Copper (30)

Luminous Edge [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Silver' or 'Cleanse' as your 'Damage Type'. If you choose 'Cleanse' as your 'Damage Type', gain +3 Weapon Damage [Stackable Increase] when using 3 weapon attacks or +6 Weapon Damage [Stackable Increase] when using 1 weapon attack. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

© Righteous Twin [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' ability, you may use 'Force 50 Cleanse ' with both attacks. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Crippling Weapon Expertise Cost: 3 Skill Points Prerequisites: Crippling Weapon Expertise Common - Proficiency: 45% Rare - Research: 45% Proficiency: 55% Formulas:

© Daze Stone Type: Consumable, Stone Rarity: Common Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Daze' skill. (Duration 5 minutes) Cost: PP (3), Copper (20)

© Dazing (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Daze' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

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Dazing (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Daze' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Restrain Stone Type: Consumable, Stone Rarity: Common Prerequisite: Artificing Description: Gain one 'Bonus' use of the 'Restrain' skill. (Duration 5 minutes) Cost: PP (3), Copper (20)

© Restraining (Apprentice) [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - One 'Bonus' use of the 'Restrain' skill. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Restraining (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Restrain' skill. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Edge Weapon Expertise Cost: 2 Skill Points Prerequisites: Edge Weapon Expertise Common - Proficiency: 70% Rare - Research: 50% Proficiency: 40% Formulas:

Forceful Stone Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain the ability to add the 'Force' keyword to your next three damaging attacks. (Duration 5 minutes) ** Trained Only ** Cost: PP (6), Copper (50)

© Superior Implement (Weapon Damage +1) Type: Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Gain Weapon Damage +1 [Gear Increase]. [Duel Implement] Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Twin Hand [Type] Type: BladeStone / TinkerTwist / TwistStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - Expend a use of the 'Force Twinstrike' skill, immediately gain five consecutive attacks of 'Force 10 [Damage Type]'. (Duration 5 minutes) Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

Vicious Twin [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' ability, you may use 'Force 40 (Damage Type)' with both attacks instead of the standard damage. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Enchanted Weapon Expertise Cost: 2 Skill Points Prerequisites: Enchanted Weapon Expertise Common - Proficiency: 50% Rare - Research: 45% Proficiency: 65% Formulas:

© Burnout [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Flame'. 1 / Logistics - One 'Bonus' use of the 'Daze' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Channeling (Apprentice) [Type] Type: FocusStone / SpellFocus / BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Battle - May cast a full spell through your weapon, you must begin the spell incant prior to attacking. A single activation may be used with the 3 attack variant from 'Mystic Spellcasting' or 'Elemental Spellcasting' strikes, giving you 3 quick attacks of the selected spell. This ability may also be used with 'Force' spells. Cost: PP (8), Copper (140), Fade Root (1) Implement Additional Cost: Philosopher’s Dust (1)

© Frostbite [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Ice'. 1 / Logistics - One 'Bonus' use of the 'Maim' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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© Rockslide [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Earth'. 1 / Logistics - One 'Bonus' use of the 'Trip' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Spell Striking Weapon [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - May cast 'Element Spellcasting' strikes or a 'Mystic Spellcasting' strikes (1 or 3 packet variant) through your weapon, you must begin the spell incant prior to attacking. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Windfall [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: All Times - Weapon 'Damage Type' is 'Air'. 1 / Logistics - One 'Bonus' use of the 'Repel' skill. Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Forceful Weapon Expertise Cost: 2 Skill Points Prerequisites: Forceful Weapon Expertise Rare - Research: 30% Proficiency: 25% Formulas:

Assault Stone Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain one use of 'Forceful Assault' with a single attack. (Duration 5 minutes) Cost: PP (6), Copper (50)

Forceful Strike (Journeyman) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - May apply the 'Force' keyword to a single non-force damaging weapon attack. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Third Twin [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Battle - When using the 'Force Twinstrike' ability, you may use a third weapon attack of 'Force 30 (Damage Type)'. Cost: PP (10), Copper (400), Philosophers Dust (2), Celestial

Dust (2), Tellurian Dust (2), Adamantium (1) Implement Additional Cost: Philosopher’s Dust (1)

Twin Counter [Type] Type: BladeStone / TinkerTwist / TwistStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 1 / Logistics - When you use the 'Force Counter' skill, immediately use a second attack of the countered ability. Cost: PP (10), Copper (310), Philosophers Dust (2), Celestial Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

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Superior Skirmish Weapon Expertise Cost: 2 Skill Points Prerequisites: Skirmish Weapon Expertise Common - Proficiency: 75% Rare - Research: 40% Proficiency: 45% Formulas:

Ambush Stone +4

Type: Consumable, Stone Rarity: Rare Prerequisite: Artificing Description: Gain Weapon Damage +4 [Stackable Damage], ONLY when attacking from behind. (Duration 5 minutes) Cost: PP (5), Copper (40)

Backstab +2 [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Weapon Damage +2 [Special], ONLY when attacking from behind. Note - When created as a Weapon Implement the Increase counts as a [Gear Increase]. When created as a BladeStone the Increase counts as [Power Increase]. [Duel Implement] Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

© Mirror Stance [Type] Type: BladeStone / Weapon Rarity: Common Prerequisite: Artificing Description: 1 / Logistics - Gain the ability to call "Mirror Stance", immediately loss the ability to use any form of spell casting (including from items). For the duration of the 'Stance', gain +1 Weapon Damage [Stackable Increase], immunity to 'Terror' (call "No Effect"), and may call "Mirror Stance" 3 times in order to use any of the following abilities, so long as they have been witnessed them within the last ten seconds : 'Maim', 'Daze', 'Trip', 'Repel', and 'Restrain'. [Stance] (Duration 5 minutes) Cost: PP (10), Copper (120), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Repelling (Master) [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Repel' skill. 1 / Logistics - One 'Bonus' use of the 'Force Repel' skill.

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Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Technique Mastery Weapon Expertise Cost: 2 Skill Points Prerequisites: Superior Crippling Weapon Expertise Rare - Research: 35% Proficiency: 30% Formulas:

Dazing (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Daze' skill. 1 / Logistics - One 'Bonus' use of the 'Force Daze' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Maiming (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Maim' skill. 1 / Logistics - One 'Bonus' use of the 'Force Maim' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

Restraining (Master) [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Restrain' skill. 1 / Logistics - One 'Bonus' use of the 'Force Restrain' skill. Cost: PP (10), Copper (310), Philosophers Dust (2), Tellurian Dust (1), Mythril (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

Tripping (Master) [Type]

Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: 3 / Logistics - One 'Bonus' use of the 'Trip' skill. 1 / Logistics - One 'Bonus' use of the 'Force Trip' skill. Cost: PP (10), Copper (270), Philosophers Dust (1), Celestial Dust (1), Onyx (2) Implement Additional Cost: Philosopher’s Dust (1)

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Weapon Fundamentals Expertise Cost: 3 Skill Points Prerequisites: Weaponsmithing Artificing Common - Proficiency: 60% Rare - Research: 40% Proficiency: 40% Formulas:

© Enhancement - Double Perk Type: Enhancement Rarity: Common Prerequisite: Artificing Description: This enhancement allows the artificer to enhance an implement you are creating with the abilities to accept two Perks. [Duel Implement] Cost: Skill Point Burned (1)

© Fast Identification Perk (Weaponsmithing) Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - When inspecting a level 0 - Mundane (Weapons / BladeStone), you are able to identify it's properties in 30 seconds instead of 1 minute. Cost: Copper (20)

Quick Weapon Stones Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Reduce the count to use a Weapon Stones to a 3 count instead of a 5 count. Cost: Copper (200)

Smithing Apprentice [Type] Type: BladeStone / Weapon Rarity: Rare Prerequisite: Artificing Description: All Times - The user is Considered 'Trained' in utilizing Weaponsmithing items, and the Implement gains the 'User Friendly Implement Perk' for the duration of this item. Cost: PP (8), Copper (170), Celestial Dust (1), Fade Root (1), Onyx (1) Implement Additional Cost: Philosopher’s Dust (1)

© Weaponsmithing Knowledge (Apprentice) Perk Type: Perk Rarity: Common Prerequisite: Artificing Description: All Times - Gain Craftsmanship (Novice) with one of the following specializations: Weaponsmithing OR Oils OR Weapon Stones OR Weapons OR BladeStones. (The creator chooses the Lore specialization during creation) Cost: Copper (20)

Weaponsmithing Knowledge (Journeyman) Perk Type: Perk Rarity: Rare Prerequisite: Artificing Description: All Times - Gain Craftsmanship (Adept) with one of the following specializations: Weaponsmithing OR Oils OR Weapon Stones OR Weapons OR BladeStones. (The creator chooses the Lore specialization during creation) Cost: Copper (100)

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Weaponsmithing Infusions

Artificer's Mark Cost: 1 Skill Point Prerequisites: Weaponsmithing Artificing Research: 55% Proficiency: 75% Rarity: Rare Description: This fickle infusion allows an artificer to mark an item which they have personally invested 'Skill Points' into creating, occasionally granting the Artificer a vague sense of direction towards the location of the item. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Bolster Infusion Wall Cost: 2 Skill Points Prerequisites: Points Invested (20) Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion strengthens an existing 'Infusion Wall', reinforcing the crystalline structure so that the wall is more difficult to destroy. Once targeted by this infusion, an 'Infusion Wall' will require an additional 30 points of 'Infusion Power' to be channeled against it in order to be destroyed. This reinforcement lasts for as long as the 'Infusion Wall' lasts. An 'Infusion Wall' can only be targeted by this Infusion once. [Target: Infusion Wall]

Cost: Infusion Points (10)

Boon of Ambidexterity Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement gains all the benefits of the 'Dual Wield' level 3 skill. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

© Boon of Multiple Talents Cost: 1 Skill Point Prerequisites: Weaponsmithing Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement gains 'Multi-Talented' ability from the 'Diversified Training' skill. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (5)

Boon of Slayed Survival Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: The user of the targeted Implement gains the ability, when affected by the 'Force Slay' skill, may call "Reduced" and falls into your 'Bleed Count' instead of your 'Death Count'. (Duration Logistics) [Target: Native Implement]

Cost: Infusion Points (10)

© Boon of the Apprentice

Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: The user of the targeted Implement, if less than 100 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +2 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +4 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • TinkerTwist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike, which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time. Cost: Infusion Points (2)

© Boon of the Journeyman Cost: 2 Skill Points Prerequisites: Weaponsmithing Artificing Proficiency: 65% Rarity: Common Description: The user of the targeted Implement, if greater then 100 and less than 300 skill points, gains the following benefits. (Duration Logistics) [Target: Native Implement] The implement grants the user +1 Damage [Stackable Increase] with all Non-Force attacks. The implement grants the user +2 Base Health [Stackable Increase]. The Implement grants one of the following powers, depending upon the type of Implement that was targeted by this infusion: • Elixir: All Times - Gain +2 'Strength' and 1 'Feat of Strength', and you may call "Reduced" against any unconsciousness effects to reduce the duration of the unconsciousness by half. • Armor / Shield: 1 / Battle - one 'Bonus' use of the 'Evade' skill. • FleshWard: All Times - Gain 'Health Barrier' of 5 at the end of each 'Short Rest'. (Health Barriers Duration Logistics) • SpellFocus: 1 / Battle - One use of the 'Elemental Spellcasting' strike, which is used by incanting "I Channel Implement to [Element] You 8" (3 Packets). • SpellBook: 1 / Battle - One use of the 'Mystic Spellcasting' strike, which is used by incanting "I Channel Implement to Heal You 8" (3 Packets). • Tinker Twist: All Times - You are Considered 'Trained' in utilizing all crafted items and consumables. • Weapon: 1 / Battle - One use of the 'Weapon Proficiency' strike,

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which can be used for +5 Damage (3 Weapon Attacks). NOTE: Just as with all other Infusions, a Character cannot benefit from multiple uses of this infusion at the same time.

Cost: Infusion Points (5)

Boon of the Plague Bearer

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 40% Proficiency: 35% Rarity: Rare - (Necromancy) Description: The user of the targeted implement gains 5 / Battle - one weapon attack of 'Disease Poison'. (Duration Logistics) [Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

Boon of the Quick Draw Attack

Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may use the 'Force' keyword on the first weapon attack that they make after each 'Short Rest'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Boon of the SpellBlade Cost: 2 Skill Points Prerequisites: Points Invested (50), Boon of the Journeyman Research: 40% Proficiency: 35% Rarity: Rare Description: The user of the targeted Implement may use a weapon in order to deliver their spells (instead of using spell packets), the user must begin the spell incant before attacking. (Duration Logistics) [Target: Native Implement] Cost: Skill Points Burned (2), Infusion Points (15)

© Craft Hall Augment Installation Cost: 1 Skill Point Prerequisites: Weaponsmithing Artificing Proficiency: 75% Rarity: Common Description: This infusion allows an artificer to install an 'Augment' of the type created by the Artifice Skill which they possess into a targeted Implement (of the associated type) while at the related type of Craft Hall. For example, a character with The Alchemy Artifice Skill could use this Infusion to install an Alchemy Admixture into an Elixir while at an Alchemy Lab. In order to be targeted by this infusion, the targeted Implement must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the standard infusion count while within 10 feet of the Craft Hall Card. [Target: Native Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the 'Augment' and the targeted 'Implement' before they go into game.

Cost: Infusion Points (2)

Dagger of Enchanted Destruction Cost: 2 Skill Points Prerequisites: Points Invested (50), Weapon of Elemental Power Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Dagger may use it as if it had a base of 4 'Magic'. (Duration Logistics) [Target: Dagger] Cost: Skill Point Burned (1), Infusion Points (10)

Dagger of The Assassin

Cost: 2 Skill Points Prerequisites: Points Invested (50), Dagger of Enchanted Destruction Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Dagger may once, use the dagger to call "Assassinate" following all the standard rules of the 'Assassinate' skill. The user must strike from behind the target immediately after viewing both shoulder blades for a minimum of five seconds. If the victim witnesses the strike, it automatically fails. (Duration Logistics) [Target: Dagger] (STRENUOUS) Cost: Skill Point Burned (1), Infusion Points (10)

© Destroy Installed Augment Cost: Free Prerequisites: Artificing Level 1 Rarity: Common Description: This Infusion allows an Artificer to permanently destroy an 'Augment' (such as a Blade Stone or Admixture) which had previously been installed in an 'Implement'. This infusion is usually performed in order to free up an 'Augment Slot' which is currently occupied. [Target: Any Implement] Cost: Infusion Points (2)

© Empower Craft Hall

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Proficiency: 65% Rarity: Common Description: This Infusion targets a 'Craft Hall', allowing all characters to use the 'Craft Hall' as if they had personally customized the 'Craft Hall' with an entry-level Customization Kit (See Customization Kits). Depending upon the type of 'Craft Hall' that has been targeted, this infusion allows each character, with the associated production skill, to use the 'Craft Hall' to grant one 'Implement' one following effects, which last for 4 hours. (Duration 5 Minutes) [Target: Craft Hall] • Alchemy Lab: All Times - Targeted Elixir grants the user the ability to call “Empowered” when targeted by the following effects, in order to extend the duration by 1 minute: 'Heroism', 'Grant Dodge / Parry / Evade', 'Truevision', 'Invisibility', 'Hunker Down', 'Rage', 'Grant Vitality', and 'Potency Potion' . • Armor Smithy: 1/Battle - Targeted Armor Implement allows the user to call "Resist" against 'Deathblow'. • Medicine Clinic: Upon Completing a Short Rest - Targeted FleshWard grants the user a 'Health Barrier' of 2. (Duration on Health Barrier is Logistics). • Rune Sanctum: 1/Battle - Targeted RunicFocus grants +3 Spell Damage [Stackable Increase] for one Non-Force damaging spell (1 packet). • Scroll Scriptorium: All Times - Targeted SpellBook grants the

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user a Lore (Novice) of the infuser's choosing. • Tinkering Workshop: All Times - Targeted TinkerTwist grants the user a level of 'Diversified Training' of the infuser's choosing. • Weapon Forge: 1/Battle - Targeted weapon grants +3 Weapon Damage [Stackable Increase] for one damaging weapon attack.

Cost: Infusion Points (5)

Generate Makeshift Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (50), Bolster Infusion Wall Research: 40% Proficiency: 35% Rarity: Rare Description: This Infusion draws upon Infusion Power to create an incredibly durable temporary crystalline barrier which acts in nearly all ways like a see-through wall, save for the fact that sound can penetrate the barrier without difficulty. The Infusion wall must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Infusion Walls must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Pink Rope (or Pink Flagging Tape) must be used to designate the location of the barrier. A Makeshift Infusion Wall lasts for 30 Minutes, and can be destroyed by using infusion to channel 20 points of Infusion Power against it.

Cost: Skill Points Burned (2), Infusion Points (15)

© Harvest Fade Root

Cost: Free (Weaponsmithing Artificing Level 1) Prerequisites: Weaponsmithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 8 ‘Fade Root’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (1)

© Harvest Mythril

Cost: Free (Weaponsmithing Artificing Level 2) Prerequisites: Weaponsmithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Mythril’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (2)

© Harvest Adamantium

Cost: Free (Weaponsmithing Artificing Level 3) Prerequisites: Weaponsmithing Artificing Level 1 Rarity: Common Description: At Logistics you can create 4 ‘Adamantium’ components with a 6 month duration. You must treat this creation like any other production you create. (STRENUOUS) Cost: Skill Point Burned (4)

© Infused Examination

Cost: 1 Skill Point Prerequisites: Boon of the Journeyman Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to learn one tidbit of information about a Level 0 - Mundane item, as determined by plot. The information obtained may very likely be considered

completely worthless to the Artificer who performs this infusion, as there is no way for the Artificer to choose the specific type of information which is revealed. In some cases, targeting an item with this infusion repeatedly will yield a few additional details about the item, but such efforts never succeed in revealing everything. [Target: Level 0 - Mundane Item] This infusion may yield information such as: • The geographical region where the item comes from • A rough approximation of old the item is • Whether or not the item has suffered any damage • Whether or not the item has ever been repaired • Whether the item is poor, moderate, or fine craftsmanship • Whether the item was frequently or rarely used • A rough approximation of how long ago the item was last used

Cost: Infusion Points (5)

Infusion of Weapon Transmutation

Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows an Artificer to target a weapon to temporarily change the physical shape of the weapon into a different weapon type. This infusion does not cause the weapon to gain or lose 'Augment Slots', and cannot be used to transform a 'Large Weapon' into a smaller weapon. The Artificer must have an available Phys rep for the new weapon shape, and must be able to place the original Phys rep out of game. This is a fickle Infusion and may fail at marshal discretion. (Duration Logistics) [Target: Weapon]

Cost: Infusion Points (10)

© Install BladeStone Augment Cost: Free Prerequisites: Weaponsmithing Artificing Proficiency: 65% Rarity: Common Description: This Infusion allows an Artificer to install an BladeStone Augment which they possess into a targeted Weapon Implement. In order to be targeted by this infusion, the targeted Weapon Implement must either be unimproved Commoner Equipment (for instance, a normal dagger or normal weapon gloves), or it must have an available Augment Slot. The Artificer must perform the standard infusion count, and then must remain stationary with the Weapon Implement, in their hands, for a period of ten minutes. [Target: Native Implement]

Cost: Infusion Points (5)

Unbounded Augment Installation

Cost: 1 Skill Point Prerequisites: Craft Hall Augment Installation Research: 55% Proficiency: 65% Rarity: Rare Description: This Infusion allows the Artificer to install an 'Augment' (of any kind) which they possess into a targeted 'Implement' (of the associated type) while at any type of 'Craft Hall'. For example, an Alchemy Artificer could use this Infusion to install a Guard Stone into a Shield while at a Medicine Clinic. In order to be targeted by this infusion, the targeted 'Implement' must either be unimproved Commoner Equipment or it must have an available Augment Slot. The Artificer must perform the

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standard infusion count while within 10 feet of the Craft Hall Card. [Target: Any Implement] Note: Characters can choose to use this infusion during check-in so long as they have possession of both the Augment and the targeted implement before they go into game.

Cost: Infusion Points (5)

Weaken Infusion Wall

Cost: 2 Skill Points Prerequisites: Points Invested (20), Generate Makeshift Infusion Wall Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion weakens / damages an 'Infusion Wall' as if it had been targeted by 20 points of 'Infusion Power', allowing an Artificer to weaken the strength of an 'Infusion Wall' more efficiently than just channeling raw infusion power against it. This Infusion is powerful enough to destroy a basic "Makeshift Infusion Wall' outright, and can significantly reduce the durability of more powerful infusion walls. An 'Infusion Wall' can only be weakened/damaged by this Infusion once. Additional uses of this Infusion have no effect. [Target: Infusion Wall]

Cost: Infusion Points (15)

Weapon of Elemental Power Cost: 2 Skill Points Prerequisites: Points Invested (20), Boon of the Journeyman Research: 50% Proficiency: 55% Rarity: Rare Description: This Infusion allows an Artificer to choose an Elemental 'Damage Type' ('Flame', 'Ice', 'Air', or 'Earth') when using this Infusion on a weapon. The user of the targeted weapon may choose to use the chosen 'Damage Type' when making attacks with that weapon, and also gains +1 Weapon Damage [Power Increase] when using Elemental 'Damage Type'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

Weapon of Enchanted Execution Cost: 2 Skill Points Prerequisites: Points Invested (20), Weapon of Elemental Power Research: 50% Proficiency: 55% Rarity: Rare Description: The user of the targeted Implement may use the 'Deathblow' skill at-will with the 'Magic' 'Damage Type'. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (20)

Weapon of Precise Viciousness

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 45% Proficiency: 45% Rarity: Rare Description: The user of the targeted Implement may use 'Backstab' damage and 'Backstab' Strikes without having to target an enemy's back. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Weapon of the Ghost Cost: 2 Skill Points Prerequisites: Points Invested (50), Weapon of the Plague Bearer Research: 45% Proficiency: 45% Rarity: Rare - (Necromancy) Description: The user of the targeted Implement may choose to use the 'Pass' 'Damage Type' with +1 Weapon Damage [Stackable Increase] when making attacks with that 'Damage Type'. (Duration Logistics) [Target: Native Implement] Cost: Skill Point Burned (1), Infusion Points (10)

Weapon of the Hero

Cost: 2 Skill Points Prerequisites: Points Invested (50) Research: 40% Proficiency: 35% Rarity: Rare Description: The user of the targeted Implement may use the 'Magic' 'Damage Type', and when a limb, wielding a targeted Implement, is effected by 'Maim', call "Reduced" you do NOT need to drop your weapon, but your limb is still unusable for the duration of the effect. The user also gains +1 Weapon Damage [Stackable Increase] and may 1 / Battle attack for 'Force 20 Magic'. (Duration Logistics) [Target: Native Implement] (STRENUOUS)

Cost: Skill Points Burned (2), Infusion Points (15)

© Weapon of the Trained Warrior Cost: 1 Skill Point Prerequisites: Weaponsmithing Artificing Proficiency: 75% Rarity: Common Description: The user of the targeted Implement is Considered 'Trained' in utilizing Weaponsmithing items. (Duration Logistics) [Target: Native Implement] Cost: Infusion Points (2)

Weaponsmithing Elusives

Augment of Weapon Damage +1 Cost: 3 Skill Points Type: BladeStone Prerequisites: Superior Edge Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain Weapon Damage +1 [Power Increase]. [Duel Implement] Cost: ?????????????

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Boundless Stone Cost: 3 Skill Points Type: Consumable, Stone Prerequisites: Superior Crippling Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: When using the 'Maim' / 'Daze' / 'Trip' / 'Restrain' / 'Repel' skills, immediately gain a second attack of that ability. (Duration 5 minutes) ** Trained Only ** Cost: ?????????????

Corrupted (Master) [Type] Cost: 3 Skill Points Type: BladeStone / Weapon Prerequisites: Necrotic Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: 3 / Battle - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Siphon' as your 'Damage Type'. Cost: ?????????????

Enhancement – Triple Augment Cost: 3 Skill Points Type: Enhancement Prerequisites: Advanced Weapon Fundamentals Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This enhancement allows the artificer to enhance an implement you are creating with three augmentation slots. If the implement is a Large Weapon (2 handed / Large Archery / Staves) it gains a fourth slot instead. [Duel Implement] Cost: Skill Points Burned (5)

Evil Twin [Type] Cost: 3 Skill Points Type: BladeStone / Weapon Prerequisites: Necrotic Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: 1 / Battle - When using the 'Force Twinstrike' ability, you may use the 'Siphon' 'Damage Type' with both attacks. Cost: ?????????????

Pass Oil Cost: 3 Skill Points Type: Consumable, Oil Prerequisites: Necrotic Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: Gain the weapon 'Damage Type' of 'Pass'. (Duration Logistics) Cost: ?????????????

Radiant Edge [Type] Cost: 3 Skill Points Type: BladeStone / Weapon Prerequisites: Superior Cleansing Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - You may choose to use the 'Cleanse' damage type with this weapon at-will. When you do so, you gain +1 Weapon Damage [Stackable Increase]. This damage increase cannot be used if the damage type is altered to anything other than ‘Cleanse’. 1 / Battle - You may use the Force Keyword with a single damaging attack which uses the 'Cleanse' Damage Type. Cost: ?????????????

Siphon Stone Cost: 3 Skill Points Type: Consumable, Stone Prerequisites: Corrupted (Master) [Type] Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: Gain the Weapon 'Damage Type' of 'Siphon'. (Duration 10 minutes) Cost: ?????????????

Skirmisher +4 [Type] Cost: 3 Skill Points Type: BladeStone / Weapon Prerequisites: Superior Skirmish Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain Weapon Damage +4 [Special], ONLY when attacking from behind. Note - When created as a Weapon Implement the Increase counts as a [Gear Increase]. When created as a BladeStone the Increase counts as [Power Increase]. [Duel Implement] Cost: ?????????????

Superior Implement (Weapon Damage +2) Cost: 3 Skill Points Type: Weapon Prerequisites: Augment of Weapon Damage +1 Research: ??% Proficiency: ??% Rarity: Elusive Description: All Times - Gain Weapon Damage +2 [Gear Increase]. [Duel Implement] Cost: ?????????????

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Vampire Lord’s [Type] Cost: 3 Skill Points Type: BladeStone / Weapon Prerequisites: Evil Twin [Type] Research: ??% Proficiency: ??% Rarity: Elusive - (Necromancy) Description: All Times - When using the 'Weapon Proficiency' or 'Backstab' strike abilities, you may use 'Pass' or 'Magic' as your 'Damage Type'. 1 / Logistics - Call "Vampiric Stance" to gain Weapon 'Damage Type' of 'Siphon'. (Duration 10 minutes) [Stance] Cost: ?????????????

Weapon of The Avalanche Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Weapon of The Forceful Barrage, Weapon of Precise Visciousness Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows an Artificer to, within 30 seconds of completing the Infusion Count, call "Avalanche Assault" and use a weapon to attack for 'Force Knockout' 5 times in a row. Each call of 'Force Knockout' must occur within 10 seconds of the last. [Target: Self] Cost: ?????????????

Weapon of The Demon Slayer Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Weapon of the Hero, Superior Cleansing Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement may choose to attack for the 'Cleanse' 'Damage Type' at-will, and may 'Force' keyword with all damaging attacks of that 'Damage Type'. The user may also 1 / Battle make a single offensive attack of 'Force Restore Your Spirit' against an enemy creature which appears to be demonic or undead. (Duration Logistics) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

Weapon of The Elemental Soul Cost: 3 Skill Points Type: Infusion Prerequisites: Weapon of Elemental Power, Superior Enchanted Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive

Description: The user of the targeted Implement may choose to use the 'Damage Type' associated with the type of 'Elemental Heart' which is consumed as a component when performing this infusion ('Flame', 'Ice', 'Air', or 'Earth'). The user also gains +3 Weapon Damage [Power Increase] and a 'Damage Ceiling' of 3 vs the associated Elemental 'Damage Type'. (Duration Logistics) [Target: Native Implement] Cost: ?????????????

Weapon of The Forceful Barrage Cost: 3 Skill Points Type: Infusion Prerequisites: Weapon of The Hero, Forceful Weapon Mastery Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows an Artificer to, within 30 seconds of completing the Infusion Count, call "Forceful Barrage" and use a weapon to attack using the 'Force' keyword 5 times in a row. Each attack must occur within 10 seconds of the last. [Target: Self] (STRENUOUS) Cost: ?????????????

Weapon of The Slayer Cost: 3 Skill Points Type: Infusion Prerequisites: Points Invested (100), Weapon of The Forceful Barrage, Weapon of Enchanted Execution Research: ??% Proficiency: ??% Rarity: Elusive Description: This Infusion allows an Artificer to, within 30 seconds of completing the Infusion Count, call "Prepare to Die" and use a weapon to attack for 'Force Slay' 5 times in a row. Each call of 'Force Slay' must occur within 10 seconds of the last. [Target: Self] (STRENUOUS) Cost: ?????????????

Weapon of The Wall Cost: 3 Skill Points Type: Infusion Prerequisites: Weapon of the Hero, Defensive Weapon Expertise Research: ??% Proficiency: ??% Rarity: Elusive Description: The user of the targeted Implement gains a 'Health Barrier' of 20, and may attack for 'Repel' at-will or '10 Magic' at-will so long as their right foot does not move. Taking damage or using skills does NOT end this infusion early. Note - While benefiting from this infusion, the user's weapon damage cannot be increased above 10 by any means. (Duration 5 minutes) [Target: Native Implement] (STRENUOUS) Cost: ?????????????

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Crafting an Artifice Augment

Crafting an Artifice Augment (Such as an Alchemy Admixture, and Medicine BloodStone, or a Scroll

SpellPage) is a simple and straightforward process. Once an Artificer is proficient in the use of a desired

Formula, the Artificer simply needs to pay the Creation Cost listed in the Formula Description. The player

will need to provide an item card and an appropriate Phys-Rep (Physical Representation) for the item

which they create. At that point, an Artificer can then use an Installation Infusion to install the Augment

into an Implement of the correct type (Admixtures are installed in Elixirs, BloodStones are installed in

FleshWards, etc.).

Most of the time, when an Artificer wishes to create improved equipment, the simplest way is to craft

an Artifice Augment and then install it into unimproved commoner equipment (such as a standard

sword, an unimproved elixir bottle, or a plain shield.)

Crafting an Improved Implement When an Artificer wishes to craft a significantly more complex piece of equipment, they can create an

Improved Implement. Improved Implements are Artifice Implements which have been constructed

using an Artifice Augment Formula. Rather than creating a separate Augment Item, however, the

Artificer builds the Improved Implement in such as way so that it already includes the properties of the

selected Formula. Unlike unimproved Commoner Equipment, these Improved Implements require

specialized training to utilize, and as such, characters must be skilled in the use of the relevant

production items (either through the Diversified Training Skill, or by possessing the associated

Production skill).

In order to create an Improved Implement, an Artificer must pay the standard Formula Creation Cost,

plus one Philosopher’s Dust. By default, an Improved Implement possesses one Augment Slot.

Additionally, the creator may choose to add an Implement Perk to an implement during the creation

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process. And finally, the creator may further enhance the Implement during the creation process in

order to build in extra Augment Slots, or extra Implement Perks.

Note: While most Formulas can be used to craft either an Augment or an Improved Implement, there

are a few select Artifice Formulas which can only be used to create Improved Implements, exclusively.

Implement Perks A perk is a minor improvement that can be added to an Improved Implement during the creation

process. The greatest advantage of building an implement perk into an Improved Implement is that

perks do not take up an open Augment Slot. An Artificer simply needs to be proficient in the Perk

Formula, and then pay the creation cost of the perk during the creation process. Then they can include

the properties of the perk on the item card when they create the Improved Implement.

By default, all Improved Implements can include a maximum of one Implement Perk.

Additional Implement Enhancements There are a few specific Crafting Formulas within this book which allow an Artificer to build in extra

Augment Slots or extra Implement Perks. These formulas are expensive and very potent, and if used,

might allow a character to build an Improved Implement which has up to three Implement Perks, and up

to three Augment Slots. These particular Formulas are listed as Improved Implement Enhancements in

the Formula Descriptions.

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The Experienced Artificer Progression Chart As a character invests Skill Points into learning new Formulas and Infusions, and as they invest Skill

Points into an Artifice Skill Reservoir, they gain additional benefits and abilities, in accordance with the

following Chart. A character’s total skill points invested into Artifice do not include the cost of

purchasing Levels 1 – 3 of the Artifice Skills for the purpose of this chart.

Artifice Experience Threshold

Artifice Benefit

0 Skill Points Invested – Starting Point

May Use 1 Strenuous Artifice Infusion per year. Artifice Skill Reservoir is limited to 2 Skill Points.

10 Skill Points Invested May Use 1 Additional Strenuous Artifice Infusion per year (Total of 2).

20 Skill Points Invested Maximum Artifice Skill Reservoir increases by 3 Skill Points (Total of 5).

30 Skill Points Invested The default Artifice Infusion count becomes a 30 count instead of a 60

count

40 Skill Points Invested May Use 1 Additional Strenuous Artifice Infusion per year (Total of 3).

50 Skill Points Invested

Character gains +5% to all Artifice Proficiency rolls.

The character may begin to pursue Proficiency for Elusive Formulas/Infusions that appear in this book.

60 Skill Points Invested

Infusion Mastery - The artificer may select two infusions which have already been acquired, and which the Artificer has used previously. The Artificer can now perform these two infusions without possessing the

infusion details in writing.

70 Skill Points Invested Maximum Artifice Skill Reservoir increases by 5 Skill Points (Total of 10).

80 Skill Points Invested Character gains +5% to all Artifice Proficiency rolls (Total +10%).

90 Skill Points Invested Celestial/Tellurian Dust creation cost is reduced by 10 Copper.

100 Skill Points Invested

May Use 1 Additional Strenuous Artifice Infusion per year (Total of 4).

The character may begin to pursue Proficiency for unknown Formulas and Infusions which do not appear within this book.

125 Skill Points Invested Character gains +5% to all Artifice Proficiency rolls (Total +15%).

150 Skill Points Invested May Use 1 Additional Strenuous Artifice Infusion per year (Total of 5).

175 Skill Points Invested Maximum Artifice Skill Reservoir increases by 10 Skill Points (Total of 20).

200 Skill Points Invested Philosopher's Dust creation cost is reduced by 1 production point.

(Costs 7 pp to create)

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Once a character has invested 200 or more skill points to Artifice, they will have reached the pinnacle of

the power which can be obtained through investing Skill Points. However, there may be additional

advantages or disadvantages which go into effect once the character reaches this point. The player

should seek out the plot team and discuss any impact to their character upon reaching this number of

Skill Points invested.

Players should note that any advantages or disadvantages which may be gained could vary based upon

how their character reaches 200 Skill Points Invested. Very different results may occur between

characters who reach this level of experience by just repeatedly performing the same infusion over and

over, in comparison with characters who attain it over many years of diverse learning and crafting,

especially for those artificers which slowly grow into their power over time.

For information about pursuing pursue unknown Formulas or Infusions which do not appear within this

book, read "Pursuing The Unknown" at the back of this book.

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Ritual Magic

Ritual Magic is a form of legendary spell casting that allows a mage to perform rare and powerful magic. Casting

Ritual Magic requires great cost in the form of expensive components and personal essence in the form of skill

points permanently burned.

In order to be eligible to learn the Ritual Magic Utility Skill, a character must have attained the ability to cast at

least 5 Force Level Spells. Spells that may be used to meet this prerequisite are listed in the glossary at the end of

this chapter.

Learning Rituals Learning a Ritual, a character must have a base knowledge about the Ritual in question. The prerequisites for a

Ritual will have a required amount of investiture in Ritual Spellcasting, other Rituals you must know, and

sometimes a type of Force Skill you must possess. If a Ritual has the [Life] keyword in its prerequisites, the

character must have the ability to cast a [Life] typed Force Spell (like ‘Force Restore Your Spirit’) from their

character sheet. Magic Items or other none character sheet abilities do not assist in this.

Ritual Casting Time The caster must have a physical copy of the desired Ritual on hand, and must meet all the prerequisites to learn

the Ritual at the time of casting it, unless you have received special permissions. Most Ritual Spells have a casting

time of a 60 count. During this time the character cannot use skills, take damage, or activate items. When first

trained in Ritual Magic, this casting is usually done by counting out “I Summon Ritual 1, I Summon Ritual 2, I

Summon Ritual 3, I Summon Ritual 4.... I Summon Ritual 59, I Summon Ritual 60”. However, it is not unusual for

Ritual Casters to learn unique incantations for certain ritual spells after investing a considerable amount of their

personal essence into Ritual Magic. Additionally a Ritual with a casting time of 60 seconds can be casted instantly

by expending an additional Struenous from their Reservoir Card.

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The 3 levels of The Ritual Magic Utility Skill grant the following:

Level 1

The character gains the ability to benefit from Ritual Diagrams.

The character gains the ability to permanently invest up to a maximum

of 2 Skill Points into a Ritual Skill Reservoir.

The character automatically becomes proficient with two individual

Common Ritual Spells (so long as they meet the pre-requisites) which

they may select at no additional cost.

The character automatically becomes proficient in the use of the

following Ritual Spell at no additional cost –

Manifest Prismatic Dust

Level 2

The character gains the ability to make Proficiency Rolls for Common

Ritual Spells.

The character automatically becomes proficient with two individual

Common Ritual Spells (so long as they meet the pre-requisites) which

they may select at no additional cost –

Manifest Prismatic Gem

Level 3

The character gains the ability to make Research Rolls for Rare Ritual

Spells

The character gains the ability to create Diagrams.

The character automatically becomes proficient with two individual

Common Ritual Spells (so long as they meet the pre-requisites) which

they may select at no additional cost.

The character automatically becomes proficient in the use of the

following Ritual Spell at no additional cost –

Manifest Rune Dust

The Wizard had been making

preparations for weeks.

Components had been gathered,

incantations had been rehearsed,

and the intricate lines of his Ritual

Circle had been carefully drawn out

in lines of chalk and sand. The

prismatic gems glittered, each set

perfectly into place. As The Wizard

readied himself to begin casting, he

tied one final knot into the smooth

rope which surrounded his circle

and stepped purposefully into the

center.

The Wizard's voice rumbled out low

and steady. "With the wisdom of

the ages I call upon the universe, I

Summon time and space. With the

powers of legend I imbue this

barrier with the elements. A bar to

life, a bar to death, a conduit for

Magik. I Summon Ritual.

“Sphere of Eternity... Activate"

The magic of the spell flourished,

and a shimmering transparent

barrier appeared along the path of

the rope, encircling both the

intricate chalk lines and The Wizard

within a barrier of ritual power. He

let out a long slow sigh and closed

his eyes, pausing to breathe before

beginning a complex incantation;

bending the true essence of magic

to his will.

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Ritual Spells List

© Analyze Magical Auras Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 70% Rarity: Common Description: This Universal Ritual Spell targets a single creature, with whom you must remain in contact with during the entire casting count. All items in the possession of the target, as well as all spells and effects upon the targeted creature, are affected as if you had cast the common 'Identify Ritual' spell upon them. If performed within a Sphere of Eternity, this ritual spell identifies all items, spells, and effects located within the Sphere of Eternity. Items hidden by the ‘Conceal’ skill are not identified by this

Ritual. (Cast Time 60 seconds) Cost: Prismatic Dust (1)

© Animate Obliterated Flesh Cost: 1 Skill Point Prerequisites: Call Forth The Dead, Hand of Domination, Gift of Obliteration Proficiency: 70% Rarity: Common – (Necromancy) Description: This Necromantic Ritual allows the caster to target the final corpse of a cyclic creature, and raise it as an undead under your control as if you had cast the "Enslave You" spell upon the target. The targeted corpse is animated as either a zombie or a skeleton, and serves the caster faithfully. At the end of the duration, the targeted corpse usually crumbles to dust, although it may occasionally instead go on a rampage. (Casting Time 60 Seconds) (Duration 5 minutes) The duration and power of this ritual spell may be increased by variables such as the phases of the moon, the ambient necrotic energy in the area, the skill of the caster, additional components expended, and the particular corpse being used. Simple Zombie: 50 Health, 2 normal (claws), Strike - 5 Normal (1 swing) x 2, Disease Poison (swung) x 2, Move and swing slowly (like a zombie), Take 20 points of damage from Deathblow, Undead (Healed by Drain, Harmed by Cleanse, Immune to Heal. Force Restore kills and Force Obliterate Heals. Immune to Waylay 1 & 2, Poison, Siphon)} Simple Skeleton: 20 Health, 3 normal (claws) or weapon +1, Strike +3 Pass (1 swing) x 1, Parry x 1, Undead (Healed by Drain, Harmed by Cleanse, Immune to Heal. Force Restore kills and Force Obliterate Heals. Immune to Waylay 1 & 2, Poison, Siphon) Note - This spell requires the caster to obtain a NPC to play their undead. This spell can be Fickle based on NPC availability.

Cost: Prismatic Dust (1)

Arcane Augury

Cost: 4 Skill Point Prerequisites: Shroud of Obscuration, Open Portal, [Time and Space] Research: ??% Proficiency: ??% Rarity: Elusive Description: This fickle Divination Ritual spell allows a Ritualist to learn one or two tidbits of information about a targeted location or creature, as determined by plot. The information obtained may very likely be considered completely worthless to the caster who performs this infusion, as there is no way for the caster to choose the specific type of information which is revealed. In order for a location to be targeted, the caster must have personally visited the location during the last 12 months. In order for a creature to be targeted, the caster must have met the creature on more than one occasion and must have encountered the creature within the last 12 months. (Casting Time 5 minutes) This spell may yield information such as - • Sounds currently audible around the creature/location • Scents currently perceivable around the creature/location • Visual glimpses of some of the creatures or objects around the creature/location Note - This spell is fickle, and often fails completely (at no cost to the caster). This spell will always fail if a creature/location is targeted and the person who is actively running the plot for that creature/location is unavailable. A mirror or a calm pool of water is a required Phys-rep for casting this spell.

Cost: ??????

Armor of The War Wizard

Cost: 4 Skill Point Prerequisites: Shroud of Obscuration, Open Portal Research: ??% Proficiency: ??% Rarity: Elusive Description: This powerful Arcane Ritual enhances the caster's 'Arcane Armor' dramatically. The caster of this ritual gains +100 Health to their Arcane Armor [Power Increase] and a damage ceiling of 4. (Casting Time 60 seconds, cannot be quickened) (Duration: 30 Minutes) (STRENUOUS) Note - For every additional 'Rune Dust' and 5 'Skill Points Burned', the caster gains an additional 100 health (up to a maximum of +300 total).

Cost: ??????

Artificing Enlightenment

Cost: 2 Skill Point Prerequisites: Ritual Enlightenment Research: 55% Proficiency: 60% Rarity: Rare

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Description: This Universal Ritual allows a targeted Artificer to increase the maximum Skill Points which they can invest into their existing Artificing Skill Point Reservoir. So long as this ritual is in effect, the targeted Artificier is able to invest an additional 10 Skill Points into their reservoir. Additionally, when attempting to destroy an Artificing Barrier add +2 Infusion Points to the total of Infusion Points converted from all consumables and Skill Points. Extra points invested into a character's Artificing Skill Reservoir do not expire, when the Ritual does. (Casting Time 5 minutes) (Duration 1 Year) Cost: Burned Skill Points (1), Prismatic Gem (1)

© Attune Artificing Reservoir Cost: 1 Skill Point Prerequisites: Attune Ritual Reservoir Proficiency: 70% Rarity: Common Description: This Universal Ritual spell enchants a non-magical small portable item (such as a shield, necklace, or ring), creating a link between the item and a willing creature who is holding the targeted item when this spell is cast. After the item has been possessed by the willing creature for at least 48 hours that creature becomes the "attuned owner" and the item becomes a Level 2 Magic Item with an expiration of 1 year. This magical item grants the attuned owner the ability to permanently invest up to a maximum of 5 skill points (usually at an Open House) into it as if it were a 'Artificing Skill Reservoir'. The attuned owner may choose to supply skill points from the 'Artificing Skill Reservoir' within this magical item whenever an Arificing Infusion is cast or an item is created; instead of requiring that the Artificer supply the required skill points. This item can be continuously refilled until it expires. If this Ritual is cast on the same item, this will reset the duration on the Attuned item for another year, from the point of the casting. (Casting Time 5 minutes) (Duration 1 year)

Cost: Prismatic Dust (1)

© Attune Recall Destination Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: The place where this Universal Ritual Spell is cast becomes the destination point for a Recall Spell, establishing the precise location to which the caster will return to upon casting Recall or Group Recall. (Cast Time 60 seconds) (Duration Plot) Cost: Burned Skill Point (1)

© Attune Ritual Reservoir Cost: 1 Skill Point Prerequisites: Command Ritual Power Proficiency: 70% Rarity: Common Description: This Universal Ritual spell enchants a non-magical small portable item (such as a shield, necklace, or ring), creating a link between the item and a willing creature who is holding the targeted item when this spell is cast. After the item has been possessed by the willing creature for at least 48 hours that creature becomes the "attuned owner" and the item becomes a Level 2 Magic Item with an expiration of 1 year. This magical item grants the attuned owner the ability to permanently invest up to a maximum of 5 skill points (usually at an Open House) into it as if it were a 'Ritual Skill Reservoir'. The attuned owner may choose to supply skill points from the 'Ritual Skill Reservoir' within this

magical item whenever a Ritual is cast; instead of requiring that the caster supply the required skill points. This item can be continuously refilled until it expires. If this Ritual is cast on the same item, this will reset the duration on the Attuned item for another year, from the point of the casting. (Casting Time 5 minutes) (Duration 1 year)

Cost: Prismatic Dust (1)

© Attune to Circle of Life

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 70% Rarity: Common Description: Grant up to 3 characters the ability to pull spirits back into the world of the living from a particular 'Circle of Life', as described in chapter 4 of the rulebook. (Cast Time 60 seconds) (Duration Plot) Cost: Prismatic Dust (1)

© Bestow Curse of The Gravewalker

Cost: 1 Skill Point Prerequisites: Forge Necrotic Distortion (not in book) Proficiency: 60% Rarity: Common – (Necromancy) Description: This Necromanctic Ritual causes a living target to be healed by 'Drain' damage, harmed by 'Cleanse' damage, and take no effect from 'Heal' damage. Additionally, the target is healed by 'Obliterate You' and slain by 'Restore Your Spirit'. The targeted creature does not need to wear a Shadowform tabard, nor do they appear to be undead. However, they must clearly announce whenever 'Drain' is "Taken as Healing", and when 'Heal' has "No Effect". (Cast Time 60 seconds) (Duration Logistics)

Cost: Burned Skill Point (1)

Bestow The Blood of Dragons

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Tranquility, Command Ritual Power, Draconic Template, [Draconic] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Draconic Ritual infuses the targeted creature with 'Dragon Blood' in order to instigate a more permanent change than might otherwise be possible. If the target is "Cyclic", then this Ritual Transforms the creature into one of the Dragon-Blooded. This grants the target 'Tier 1' of the Dragon-Blooded Template. This ritual must be cast within a 'Sphere of Eternity', and culminates in the targeted character drinking the 'Dragon Blood' listed in the spell cost. Depending upon the specific blood used, and the draconic nature of the caster, this ritual may cost the targeted character one life. (Plot Discretion) Note - There are certain draconic relics and preparations that can drastically reduce the cost of this spell, but such items are extremely difficult to obtain, and are often jealously guarded. Cost: ??????

Bolt of True Power

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Command Ritual Power, Storm of Element Research: ??%

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Proficiency: ??% Rarity: Elusive Description: This powerful Arcane Ritual allows the caster to command a powerful ritual lightning strike, granting the caster a single thrown packet of 'Dire Shock You 100'. (Cast Time Instant) (STRENUOUS) Note - Each additional 'Burned Skill Point' & 'Prismatic Gem' consumed during the casting of this ritual increases the damage by 100 points, up to a maximum of 500. Cost: ??????

Breath of Abyssal Chaos (Abyssal Spell)

Cost: 4 Skill Point Prerequisites: Abyssal Spellcasting or Template, Hand of Domination, [Abyssal] Research: ??% Proficiency: ??% Rarity: Elusive – (Abyssal Spell)

Description: This Abyssal Ritual Spell is a 'Foot-Plant' 'Force Cause Betrayal', 1 packet at a time. (Cast Time Instant) (Duration 5 minutes) Cost: ??????

Bring Forth Crimson Ruin

Cost: 4 Skill Point Prerequisites: Skill Points Invested (150), Storm of Element, [Fire] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Draconic Ritual Spell is a 'Foot-Plant' Mass Packet 'Force Burn 50'. (Cast Time Instant) (Duration 5 minutes) (STRENUOUS) Note - Using specially prepared Dragon's blood as an added component increases the damage of this spell to Force Burn 100, and grants the caster a Health Barrier of 50 (Duration Logistics). Cost: ??????

Call Forth Diaga

Cost: 4 Skill Point Prerequisites: Skill Points Invested (125), Strike of True Radiance, [Life] Research: ??% Proficiency: ??% Rarity: Elusive Description: This immensely powerful Ritual spell allows a living caster to channel their own life force into an explosion of Mystic energy. The spell always results in the immediate death of the caster, and sends forth a tide of cleansing power out in all directions. Depending up the intensity of the casting, undead or demonic creatures are often destroyed entirely, while living creatures may remain unharmed. The area affected by this spell can vary dramatically, often ranging from 100 feet up to half a mile. The usability of Diaga is governed by the movements of the stars, the phases of the moon, and the patterns of mystic energy flowing through the local terrain. As such, there are many circumstances where even an incredibly experienced caster is unable to perform this spell at all. (Plot Discretion) (Casting Time Variable [Plot Discretion]). Cost: ??????

Call Forth Dire Power

Cost: 4 Skill Point Prerequisites: Empowered Sphere of Eternity Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual grants the caster the ability to throw one single packet spell with the 'Dire' Keyword. This spell must be an unaugmented spell from the core rulebook, such as 'Repel You', 'Cause Betrayal', or 'Obliterate You'. The 'Dire' Keyword causes the spell to strike accurately enough that even a 'Sidestep' is insufficient as a defense, causing the target to use a 'Precognition', 'Ritual Resist Magic', or other similar defense if they wish to avoid the spell. The power must be called forth once the ritual has been cast, using a 5 count as follows "I call forth Dire Power 1, I call forth Dire Power 2" etc. If the caster takes damage, uses a skill, or moves either of their feet during the 5 count then the count is interrupted and must be restarted. If the 'Dire Power' is not called forth within 5 minutes of casting, then the spell fails and the Rune Dust is expended (though SP are not burned). (Special). Cost: ??????

Call Forth The Dead

Cost: 4 Skill Point Prerequisites: Hand of Death Research: ??% Proficiency: ??% Rarity: Elusive– (Necromancy) Description: This Necromantic Ritual spell returns an Obliterated character to life. However, the cost of casting this spell is great, and increases dramatically based upon the skill point total of the character being restored to life. If the spirit of the resurrected character is willing, then the character may be returned to life with fewer skill points than they possessed before they became obliterated, thus reducing the cost of casting this Ritual Spell. Burn 1 SP equal to the resurrected character's skill point total. Additional components may reduce the cost of casting this Ritual. (Special). Cost: ??????

Call of Salvation

Cost: 4 Skill Point Prerequisites: Skill Points Invested (75), Mystic Ablution, Storm of Purity Research: ??% Proficiency: ??% Rarity: Elusive Description: This powerful Mystic Ritual targets an undead creature, and restores them to a state of life. Casting this Ritual successfully may require additional unique components if the bond of undeath is particularly potent. Regardless, this ritual must be cast within a 'Sphere of Eternity'. The targeted creature need not be willing. (Cast Time 60 seconds, cannot be quickened) (Duration: Plot). Cost: ??????

Cast You Out

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Send You Forth Research: ??% Proficiency: ??% Rarity: Elusive

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Description: This powerful Arcane Ritual allows the caster to forcibly transport a targeted creature over a great distance, by granting the caster a single thrown packet of 'Dire Planar Transcendence'. The power must be called forth once the ritual has been cast, using a 5 count as follows "I Summon Time & Space 1, I Summon Time & Space 2" etc. If the caster takes damage, uses a skill, or moves either of their feet during the 5 count then the count is interrupted and must be restarted. If the 'Dire Planar Transcendence' is not called forth within 5 minutes of casting, then the spell fails and the gem is expended (though SP are not burned). (Special) (STRENUOUS) If successfully, the targeted creature (not the caster) is pulled into a Planar Transcendence. The targeted creature is immediately removed from game, taking with them only those items which can be considered to be fully within their possession, and after five minutes within the 'Planar Transcendence', is then immediately transported to a location within one mile one of the caster's existing 'Recall Points', so long as it is within the same physical realm as the caster. Note: As a general rule, this spell can be fickle on rare occasions (potentially sending targeted creatures to the wrong 'Recall Point') and it will usually fail if it is used against another PC character, as Mythic Realms does not wish to forcibly eject Player Characters from the game. (Plot Discretion). Cost: ??????

Chains of Cleansing Light

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Radiance Research: 45% Proficiency: 40% Rarity: Rare Description: This Mystic Ritual Spell is a 'Foot-Plant' spell. You may only throw 1 at a time. Each packet must alternate back and forth between ‘Force Restrain You’ and 'Force Cleanse You 25'. (Cast Time Instant) (Duration 5 minutes) (STRENUOUS) Cost: Burned Skill Points (3)

Circle of Recall

Cost: 2 Skill Point Prerequisites: Open Portal, Command Ritual Power Research: 40% Proficiency: 30% Rarity: Rare Description: This spells allows the ritual caster to Summon distant creatures through use of a group recall, magically transporting the targeted creatures from one 'Attuned Recall Point' to another, so long as both locations are within the same physical realm when this spell is cast. To perform this spell, the caster must spend at least five minutes preparing a ritual circle at the destination recall point before casting (this involves the careful drawing of a ritual circle, the placement of candles or gemstones, the lighting of incense, or other such preparation). Then the caster must stand at the center of the ritual circle and cast the spell, which immediately causes all creatures within approximately 10 feet of the Origin Recall Point to be targeted by a 'Group Recall' spell (as well as any other creatures that those creatures are linked to by touch). (Cast Time 5 minutes) Note - Each player may decide whether or not their character is affected by this spell, and as such it is not possible to recall a character against their will. The creatures are immediately removed from game upon the casting of this ritual spell, and

cannot return as those characters without the approval of the event runner and plot team. They take with them only those items which are in their possession. A character cannot recall through a sealed ward, nor though an active 'Sphere of Eternity' they did not cast (or take part in the casting). Other effects may also stop the use of Recall, and so the person running the event and a member of the Plot Team should be alerted when the spell is cast if possible. Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Cloak of Obscuration

Cost: 4 Skill Point Prerequisites: Skill Points Invested (125), Shroud of Obscuration Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual spell targets a single creature, protecting them from scrying of nearly all forms. If the targeted creature becomes subject to a 'Scrying' effect, the targeted creature and all objects within approximately five feet reveal scrambled images and unintelligible sounds. Invisible or hidden creatures can still eavesdrop by conventional means. (Casting Time 5 minutes) (Duration 1 Year) Cost: ??????

Colloquium of The Sage

Cost: 2 Skill Point Prerequisites: Shroud of Obscuration, Open Portal Research: 55% Proficiency: 60% Rarity: Rare Description: This fickle Arcane Ritual spell potentially allows a caster to hold a conversation with a chosen creature whom they have already become acquainted. This spell effectiveness and duration are variable, and is heavily reliant on the ebb and flow of residual magical energy. When this spell fails, the cost is not expended. When the spell succeeds, the duration is usually no longer than five to ten minutes. Imprisoned characters or characters that are otherwise inaccessible may be unable to receive or respond to this spell. Additionally, the targeted creature can always force this spell to fail by choosing not to respond. If the spell fails, the cost is not expended. (Cast Time 60 seconds) (Special)

Cost: Burned Skill Point (1), Prismatic Gem (1)

© Command Ritual Power

Cost: 1 Skill Point Prerequisites: Ritual Enlightenment, Internalize Ritual Power Proficiency: 70% Rarity: Common Description: This Universal Ritual is cast upon a targeted 'Sphere of Eternity', which the caster must be within. This ritual requires an elaborate ritual circle to be drawn/created. Such a circle might include magical symbols, gemstones, candles, etc. The spell empowers the sphere, drawing energy from the 'Ritual Circle' rather than from the caster for the next ritual that the caster performs within the circle. For every 'Prismatic Gem' spent during the casting of this ritual, the caster may burn one fewer skill points on the subsequent ritual spell. For every Rune dust spent, the caster may burn five fewer skill points. (Cast Time 60 seconds) (Special)

Cost: Prismatic Dust (1)

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© Consecrate This Flesh

Cost: 1 Skill Point Prerequisites: Mystic Ablution, [Undeath] Proficiency: 60% Rarity: Common Description: This Ritual spell protects one target from being raised as an Undead (Must call "No Effect"). (Cast Time 60 seconds) (Duration 1 Year) Note - If cast in a 'Sphere of Eternity', this ritual affects everyone in the Sphere (up to 5 targets). Cost: Burned Skill Point (1)

Contingency

Cost: 4 Skill Point Prerequisites: Skill Points Invested (50) Research: 35% Proficiency: 20% Rarity: Rare Description: This Arcane Ritual Spell is cast in combination with another spell, such as 'Force Restore Your Spirit', which can then be activated upon the targeted character by the person playing that character at any time of his choosing, regardless of the status of the character. Just like any other Ritual spell, you may only be under the effect of one 'Contingency' Ritual at a time, regardless of what spell is paired with it. For more complex pairings with this Ritual, the paired spell’s intent must be decleared at the ‘Contingency’ casting. (e.g. The Recall Ritual Location)(Cast Time 60 seconds) (Duration 1 Year)

Cost: Burned Skill Points (5), Rune Dust (1)

© Create a Circle of Life

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: This Ritual establishes a stationary 'Circle of Life' which characters immediately becomes attuned to. Circles of Life are described in Chapter 4 of the rulebook. (Cast Time 60 seconds) (Duration 1 Year) Cost: Burned Skill Point (1)

Create Burning Sands

Cost: 2 Skill Point Prerequisites: Skill Points Invested (75), Storm of [Element], [Fire], [Air] Research: 45% Proficiency: 40% Rarity: Rare Description: This Arcane Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time (e.g., "I Summon Ritual to Create Burning Sands, Force Repel You, Force Burn You 30" etc.) Each packet must be thrown as alternating between 'Force Repel You’ and 'Force Burn You 30'. (Casting Time Instant) (Duration 5 minutes)

Cost: Burned Skill Points (3)

© Create Food & Water

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common

Description: By targeting non-magical Food or Water in the caster's possession, this spell magically creates a large quantity of Food or Water of the same type. Each casting of this spell creates up to 50 pounds of food, and up to 25 gallons of water. This magically replicated food is as nourishing as the originally targeted food, although it is often considerably more bland in flavor, and disintegrates almost immediately if used for any purpose other than eating. Food created by this spell which is not consumed within 30 days begins to spoil rapidly. The caster MUST provide real Phys-reps for the food & water created by this spell. Anyone who eats or drinks the created substiance immeditately benefits from a ‘Purify’ affect. The duration of the ‘Purify’ affect is 1 Hour long. Note: Multiple casters who are proficiency with this spell may work together to perform simultaneous castings of Create Food & Water in order to increase the quality or quantity of the Food & Water that is created. At plot discretion, such coordinated casting is incredibly more potent. (Cast Time 60 seconds) (Special)

Cost: Burned Skill Point (1)

Create Ritual Barrier

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20) Proficiency: 50% Research: 50% Rarity: Rare Description: This Ritual spell places a barrier across a hallway or inside a doorway. This Ritual Barrier allows only the caster of the barrier to be able to pass through it. The Ritual Barrier differs from a 'Ward' in many ways, the least of which is that it does not protect an entire structure, but just the doorway. The Ritual Barrier must be created as a straight line between two existing walls (cannot curve or turn) and can be no longer than 10 feet at a maximum. Ritual Barrier must be anchored to existing physical walls (within Caves, Ruins, Dungeons, or Permanent Structures, etc.) and Blue Rope (or Blue Flagging Tape) must be used to designate the location of the barrier. (Casting Time 60 seconds) (Duration 24 hours) (STRENUOUS)

Cost: Burned Skill Points (2), Prismatic Gem (2)

Create Planar Sanctum

Cost: 12 Skill Point Prerequisites: All participating casters must have the ability to cast Open Portal Research: ??% Proficiency: ??% Rarity: Elusive Description: This spell creates an entirely new semi-permanent sub-planar realm, closely mirroring the form of an existing location in Cyrillia (usually a specific building). When the spell is cast, the leading caster must decide whether access to this new realm is "Open" or "Sealed". Open realms can be accessed by Portals, Teleportation, Recall, and The Hall of Doors. Sealed realms can usually only be accessed by one of the original casters, or by someone possessing a talisman which has been keyed to this new realm. In order to perform this ritual spell, the casters of the ritual must first draw the required symbols of power upon the wall, floor, and ceiling of each area within the desired location. Twelve Ritual Casters must stand at even intervals just inside the outer circle of power, while the Thirteenth (Leading) caster must stand at the center. Note: The leading caster must be either a 3rd Level Wizard, or a True Ritualist. The outer circle of power must be placed around the border of

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the area, with one Prismatic Dust placed at each 6 inch interval along the circle, one Prismatic Gem placed at each 30 inch interval, and a Rune Dust placed at each 150 inch interval. Each of the twelve assisting ritual casters must also expend 12 Prismatic Gems and a single Rune Dust during the casting. The lead caster must expend 12 Rune Dust and a single Rune Stone during the casting. Each caster may also choose to expend additional rune stones to reduce the Skill Point cost of this ritual. (Casting Time 13 Hours) (Duration Semi-Permanent) Cost: ??????

Destroy Magical Barrier

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20) Research: 55% Proficiency: 60% Rarity: Rare Description: This Ritual spell destroys most magical barriers, including 'Sphere of Eternity', and those created by the 'Ritual Barrier' spell. Even 'Greater Wards' and 'Master Wards' are disabled by this ritual spell. 'Wards' and 'Barriers' targeted by this spell are disabled for a full 24 hours. This Ritual cannot be quickened. (Casting Time 60 seconds) (Special) Cost: Burned Skill Point (1), Prismatic Gem (1)

Dire Eviscerate (Abyssal Spell)

Cost: 4 Skill Point Prerequisites: Abyssal Spellcasting or Template, [Abyssal] Research: ??% Proficiency: ??% Rarity: Elusive – (Abyssal Spell)

Description: This Abyssal Ritual allows the caster to use the darkest of all forbidden magic to sunder a targeted creature's body and soul, granting the caster a single thrown packet of 'Dire Eviscerate'. A creature struck by this spell immediately falls into their 'Death Count' with only 1 minute remaining. No abilities/items that extend a character's death count can be applied. If the caster expends a Mortal Soul in their possession to cast this spell, then the cost is reduced to 1 SP. (Casting Time Instant) (STRENUOUS) Cost: ??????

Dispel Magik

Cost: 4 Skill Point Prerequisites: Suppress Magical Relic Research: ??% Proficiency: ??% Rarity: Elusive Description: This fickle Universal Ritual spell can be used to target a creature, a magical item, or a magical effect which has a physical manifestation (such as 'Ritual Barrier'). The caster must maintain physical contact with the target during the casting time (which cannot be quickened or reduced). (Casting Time 5 minutes) This spell often fails completely if the caster is unfamiliar with the nature of their target. As such, particularly knowledgeable casters (or Ritualists with a specialization related to the magic which they wish to dispel) frequently have a much higher degree of success when using 'Dispel Magik'. If used to target a magical item, the targeted item immediately and permanently loses all magical properties, becoming a level 0 (Mundane) item. Many level 3 items, and nearly all Artifacts, are immune to this spell.

If used to target a magical effect which has a physical manifestation, the magical effect is immediately and permanently destroyed. If used to target a creature, all personal spells (including ritual spells) and temporary magical effects which are on the targeted creature are immediately and permanently destroyed. The caster may not choose which effects/spells they wish to destroy. Magical items in the possession of the targeted creature are unaffected. Many non-standard magical spells/effects are resistant or even immune to this spell. At plot discretion, some magical spells, magical items, or magical effects will be temporarily suppressed instead of destroyed. In some cases, this spell will fail completely, in which case, the caster does not pay the cost for casting the spell. Cost: ??????

Effulgent Sufly Transformation

Cost: 2 Skill Point Prerequisites: Hand of Radiance, [Life] Research: 45% Proficiency: 40% Rarity: Rare Description: This Mystic Ritual uses catalyst ingredients, and personal essence to transform a 'Charred Sufly Leaf' back into a 'Blessed Sufly Leaf'. (Casting Time 5 minutes) Note - If this Ritual is used concurrently with the 'Blessed Catalyst' Infusion, then the casting cost of 'Effulgent Sufly Transformation' Ritual is reduced by 1 skill point. This infusion must be performed during the course of an actual event. Cost: Burned Skill Points (2)

Empowered Sphere of Eternity

Cost: 4 Skill Point Prerequisites: Skill Points Invested (150), Command Ritual Power, Sphere of Eternity Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual requires an elaborate 'Ritual Circle' to be drawn/created. Such a circle might include magical symbols, intricate patterns of lines, cauldrons, incense, gemstones, & candles. When casting this Ritual Spell the caster must lay out a rope of up to 50 feet long, surrounding the elaborate circle. The ends of the rope must be tied together. Multiple casters may combine their casting and ropes to make a larger circle if they wish, allowing normal 'Spheres of Eternity' to be upgraded automatically to 'Empowered Spheres of Eternity' when combined with this spell. All ends must be tied to create an enclosed 'Sphere.' Once the spell is cast the caster(s) have up to 30 seconds to say "Activate". Once the spell has been activated nothing and no one may pass through the circle one way or another (except for Light and Sound). In order to end the spell all surviving casters must choose to end it. If all the casters drop into their 'Death Counts' the 'Sphere of Eternity' drops. When inside a 'Sphere of Eternity', Ritual Spells are cast at a 30 count casting time instead of a 60 count, and many unique Ritual Spells are enhanced by the use of a 'Sphere of Eternity'. (Casting Time 60 seconds) (Duration 60 minutes) Note - At plot discretion, using an 'Empowered Sphere of Eternity' may reduce the chance of failure for certain rituals.

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Cost: ??????

Fortify Magical Essence

Cost: 2 Skill Point Prerequisites: Skill Points Invested (100), Dispel Magik, [Enhancing] Research: 40% Proficiency: 30% Rarity: Rare Description: This Universal Ritual spell can be used to target a magical item, a magical effect which has a physical manifestation (such as 'Ritual Barrier' or 'Circle of Life'), or single personal spell which is currently on a targeted creature. The caster must maintain physical contact with the target during the casting time (which cannot be quickened or reduced). (Casting Time 5 Minutes) (Special) (STRENUOUS) The 'Fortify Magical Essence' spell causes the targeted item, spell, or magical effect to become completely immune to the effects of the 'Negate Magic' spell. Items which are targeted by this spell may be activated while the user is under the effect of 'Negate Magic', as may Ritual Spells. To reduce confusion in such situations, it is helpful to add the word "Fortified" to the call. e.g., "Fortified Contingency Recall". Personal Spells which are targeted by this spell are not removed by 'Negate Magic'. As such, if targeted by 'Negate Magic' while a personal spell is in effect, the target must call 'Reduced'. This spell also makes the target slightly more resistant to the 'Dispel Magik' ritual spell, often requiring the caster of 'Dispel Magik' to use a 'Legend Lore' on the target beforehand.

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

© Gift of False Life

Cost: 1 Skill Point Prerequisites: Forge Necrotic Distortion (not in book), Mystic Ablution, [Undeath] Proficiency: 60% Rarity: Common Description: This controversial Ritual exists in the gray area between Mystic and Necromancy. The ritual causes an undead target to be healed by 'Heal' spells and harmed by 'Drain'. Additionally, the target is healed by 'Restore Your Spirit' and slain by 'Obliterate you'. The 'Cleanse' 'Damage Type', however, continues to damage the target normally. (Casting Time 60 seconds) (Duration Logistics) Cost: Burned Skill Point (1)

© Gift of Obliteration

Cost: 1 Skill Point Prerequisites: Hand of Death Proficiency: 70% Rarity: Common – (Necromancy) Description: This Necromantic Ritual spell causes a willing targeted character to immediately reach the end of their 'Death Count', and add three black marbles to their marble death bag instead of the normal 1 black marble. This spell fails and the cost is not expended unless the target is willing. (Casting Time 60 seconds) Cost: Prismatic Dust (1)

Glacial CrossFire

Cost: 2 Skill Point Prerequisites: Skill Points Invested (75), Storm of [Element], [Fire], [Ice] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual spell uses a combination of Ice & Fire to create a torrent of escalating damage. The spell creates six damaging packets, each of which must be thrown within 10 seconds of the last. The order of packets is 'Force Freeze You 50', 'Force Burn You 50', 'Force Freeze You 100', 'Force Burn You 100', 'Force Freeze You 200', 'Force Burn You 200'. (Casting Time Instant) (STRENUOUS) Note - Using a Water Elemental Heart as an additional component adds 100 damage to each 'Freeze You' packet. Using a Fire Elemental Heart as an additional component adds 100 damage to each 'Burn You' packet. Using both a Fire & Water Elemental Packet enhances the spell damage to the following - 'Force Freeze 100', 'Force Burn 100', 'Force Freeze 200', 'Force Burn 200', 'Force Freeze 300', 'Force Burn 300', 'Force Freeze 400', 'Force Burn 400'.

Cost: Burned Skill Points (3), Prismatic Gem (1)

Grant Calmness of Mind Cost: 2 Skill Point Prerequisites: Grant Mental Fortification Research: 55% Proficiency: 60% Rarity: Rare Description: The target of this spell becomes entirely devoid of emotion while otherwise retaining their ability to think and reason rationally. The target's level of intellect is not affected in any way, and they continue to be able to contemplate on ethics, social interactions, and the consequences of their behavior. During the duration of this spell, the targeted creature is 'Immune' to the effects of the 'Heroism' spell. During the duration, the target may call "Resist" up to 10 times per battle against the following effects - 'Fear', 'Terror', 'Charm', & 'Betrayal'. (Casting Time 60 seconds) (Duration 1 hour) Note - At plot discretion, this Ritual may also protect the target from other unique effects, such as 'Dread' or 'D'Amour'.

Cost: Burned Skill Point (1), Prismatic Gem (1)

Grant Draconic Empowerment

Cost: 4 Skill Point Prerequisites: Skill Points Invested (125), Internalize Ritual Power, Bestow The Blood of Dragons Research: ??% Proficiency: ??% Rarity: Elusive Description: This Draconic Ritual allows the caster to target a dragon-blooded creature and temporarily empower a target. This Ritual must be cast within a 'Sphere of Eternity'. (Casting Time 60 seconds) (Duration Logistics) (STRENUOUS) The Target gains the following abilities: * The ability to dual wield claws with a base damage of 5 Magic.

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* Existing Dragon's Breath damage is increased by 100. * The ability to use Dragon's Breath two additional times during the duration. * Duration of the dragon-blooded target's existing "Innate Draconic Sight" is increased by 30 minutes and two additional uses during the current logistics. * A damage ceiling of 3 versus all 'Weapon' attacks other than ‘Magic or Silver’ 'Damage Types'. * Call 'Resist Magic' once against any NON-FORCE spell effect. Note: If the Dragon's Blood comes from a Great Dragon, the target's Dragon Breath damage is increased by an additional +50, gaining one additional use of both Dragon's Breath and Innate Draconic Sight. The target gains a threshold of 2 versus all 'Weapon' attacks other than ‘Magic or Silver’ 'Damage Types'. The target also gains two additional uses of 'Resist Magic' against any NON-FORCE spell effects, +1 damage [Stackable Increase] with all weapon & spell attacks, and +5 Strength (including 5 'Feats of Strength'). Note: If the Dragon's Blood comes from a Great & True Dragon, the target's Dragon Breath damage is increased by an additional +100, gaining 5 additional uses of both Dragon's Breath and Innate Draconic Sight. The target gains a threshold of 2 versus all 'Weapon' attacks other than ‘Magic or Silver’ 'Damage Types'. The target also gains five additional uses of 'Resist Magic' against any NON-FORCE spell effects, +2 damage [Stackable Increase] with all weapon & spell attacks, and +10 Strength (including 10 'Feats of Strength'). Cost: ??????

Grant Mental Fortification

Cost: 4 Skill Point Prerequisites: Grant Mental Shield, [Mind Influencing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual protects a targeted creature's mind so that the target cannot be forced to reveal secrets if compelled by 'Necrether', 'Ritual Domination', or other similar effects. If asked about secrets which they do not wish to reveal, the target can choose to simply state "Reduced, My secrets are my own." The target need not call "Reduced" until they choose to use this ability. Additionally, the target gains a single use of 'Resist Mind Control' per day as per the disguise skill. This spell must be cast within a 'Sphere of Eternity'. (Casting Time 60 seconds) (Duration 1 year) Cost: ??????

© Grant Mental Shield Cost: 1 Skill Point Prerequisites: Resist Ritual Magic Proficiency: 60% Rarity: Common Description: This Ritual protects a targeted creature's mind so that the target cannot be forced to reveal secrets if compelled by 'Necrether', 'Ritual Domination', or other similar effects. If asked about secrets which they do not wish to reveal, the target can choose to simply state "Reduced, My secrets are my own." The target need not call "Reduced" until they choose to use this ability. Additionally, the target gains a single use of 'Resist Mind Control' as per the disguise skill. (Casting Time 60 seconds) (Duration Logistics)

Cost: Burned Skill Point (1)

Grasp of True Death

Cost: 4 Skill Point Prerequisites: Storm of Death, Skill Points Invested (100), Mastery of Necromancy (Plot) Research: ??% Proficiency: ??% Rarity: Elusive – (Necromancy) Description: This powerful Ritual allows the caster to command terrible destructive necrotic power, granting the caster a single thrown packet of 'Dire Obliterate You'. First this Ritual must be cast / Primed. Then the power must be called forth using a 5 count as follows "I call forth the Grasp of True Death 1, I call forth the Grasp of True Death 2" etc. If the caster takes damage, uses a skill, or moves either of their feet during the 5 count then the count is interrupted and must be restarted. If the Grasp of True Death is not called forth within 5 minutes of casting, then the spell fails and the gem is expended(though SP are not burned). (Plot Note: This is an Empowered Necromancy Ritual) (Casting Time Instant) (STRENUOUS) Cost: ??????

Group Recall Cost: 2 Skill Point Prerequisites: Skill Points Invested (30), Recall Research: 50% Proficiency: 50% Rarity: Rare Description: This Ritual spell teleports the caster and all willing creatures linked by touch to a predetermined location set by the casting of the 'Attune Recall Destination' spell. The caster and creatures are immediately removed from game upon the casting of this Ritual spell, taking with them only those items which can be considered to be fully within their possession. A character cannot recall through a sealed 'Ward', nor an active 'Sphere of Eternity'. Other effects may also stop the use of 'Recall'. Each player may decide whether or not their character is affected by this spell, and as such it is not possible to recall a character against their will. (Casting Time 60 seconds)

Cost: Burned Skill Points (2), Prismatic Gem (2)

Hand of Element

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Wave of Element Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual Spell allows a character to cast 5 packets of 'Force [Element] You 100' in quick succession. Each packet must be thrown within 10 seconds of the last. The [Element] you choice as your ‘Damage Type’ must be from an element you have as one of your Force Combat Spell options. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Darkness

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Wave of Darkness, [Necromancy] Research: 45% Proficiency: 40% Rarity: Rare

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Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Drain You 100' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Death

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Wave of Darkness, [Undeath] Research: 45% Proficiency: 40% Rarity: Rare – (Necromancy) Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Obliterate You' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Domination

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), [Mind Influencing] Research: 45% Proficiency: 40% Rarity: Rare – (Necromancy) Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Enslave You' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Foresight

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), [Time and Space], [Enhancing] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Anticipate Blow' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time 30 seconds) Cost: Burned Skill Points (3)

Hand of Glory Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), [Mystic], [Enhancing] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Heroism' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time 30 seconds) Cost: Burned Skill Points (3)

Hand of Great Vitality Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), [Mystic], [Enhancing] Research: 45% Proficiency: 40% Rarity: Rare

Description: This Ritual Spell allows a character to cast 5 packets of 'Grant Vitality 75' in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Life

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Wave of Radiance, [Life] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Restore Your Spirit' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of Radiance

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Wave of Radiance, [Mystic] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual Spell allows a character to cast 5 packets of the 'Force Cleanse You 100' spell in quick succession. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: Burned Skill Points (3)

Hand of The Wizard

Cost: 4 Skill Point Prerequisites: Hand of Darkness, Hand of Radiance, Hand of Element Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual Spell allows a character to cast 6 packets in quick succession, as follows, 'Force Cleanse You 100', 'Force Drain You 100', 'Force Burn You 100', 'Force Freeze You 100', 'Force Shock You 100', 'Force Stone You 100'. Each packet must be thrown within 10 seconds of the last. (Casting Time Instant) (STRENUOUS) Cost: ??????

Harvest Draconic Power

Cost: 4 Skill Point Prerequisites: Sunder Item, Ritual Enlightenment, Internalize Ritual Power, Draconic Ritual Magic Specialization Research: ??% Proficiency: ??% Rarity: Elusive Description: This Universal Ritual allows the caster to target a vial of properly prepared Dragon's Blood and destroy it. The vial of blood must be fully within the caster's possession throughout the entirety of the casting time. If the blood has at least 3 months remaining before expiration then the caster may transform the magical power of the blood into energy which they can use for casting Ritual spells. Note - This ritual grants the caster two or three internalized Prismatic Gems which they can use towards the casting of any

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other ritual spell within the next 30 days. Particularly potent blood, such as the blood of a Great & True Dragon, can grant the caster extra power, even possibly transforming into an internalized Rune Dust and granting a few temporary skill points which can be used in place of burning the caster's own skill points when casting Ritual Magic. (Casting Time 5 minutes) Cost: ??????

© Harvest Magical Essence

Cost: 1 Skill Point Prerequisites: Suppress Magical Relic Proficiency: 70% Rarity: Common Description: This Universal Ritual allows the caster to target a small portable item (such as a shield, necklace, or ring) and destroy it. The item must be fully within the caster's possession throughout the entirety of the casting time. If the item is a magical item of 3rd level (which has at least 3 months remaining before expiration and also has all charges remaining) then the caster may reclaim some of the item's power. Note - This Ritual grants the caster a single internalized Prismatic Gem which they can use towards the casting of any other ritual spell during the current logistics. Particularly potent items can grant the caster extra power, generally up to a maximum of two additional internalized Prismatic Gems (Plot Discretion). Certain items, especially Artifacts, are immune to this spell (Plot Discretion). (Casting Time 5 minutes)

Cost: Prismatic Dust (1)

Hero’s Blessing

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), [Enhancing] Research: 45% Proficiency: 40% Rarity: Rare Description: This Ritual allows you to target one creature, maintaining contact during the casting time, to grant the target a 'Force Heroism' for the duration of the Ritual. Additionally, this spell can be further enhanced by expending one additional component. The type of component expended determines the enhancement which is gained during the duration of the 'Force Heroism'. (Casting Time 60 seconds) (Duration 30 minutes) A Silver Coin - The target gains the ability to use the ‘Silver’ 'Damage Type' with all weapons. Fade Root - The target gains one use of "Innate Phase". Onyx - The target gains Immunity to 'Deathblow' and 'Killingblow' from the 'Normal', 'Silver', 'Flame', 'Ice', 'Earth', & 'Air' 'Damage Types'. Mythril - The target gains the ability to use the 'Magic' 'Damage Type' and gains an extra +1 Weapon/Spell Damage [Stackable Increase]. Dragon Dust - The target gains the ability to 'Regenerate' at-will on a 30 count while conscious. (Damage interrupts Regeneration). Adamantium - The target's 'Damage Ceiling' is lowered by 3 (Minimum of 3). Red Ruby Dust - The target gains the ability to become 'Invisible' at-will on a 5 count "Fade Away 1, Fade Away 2, etc.”

Cost: Prismatic Dust (1), [Component]

Icy Gale

Cost: 2 Skill Point

Prerequisites: Wave of Element, [Ice], [Air] Research: 45% Proficiency: 40% Rarity: Rare Description: This Arcane Ritual Spell is 'Foot-Plant' spell. Packets may only be thrown 1 at a time. Each packet may be thrown either as ‘Force Repel You’ or 'Force Freeze You 5'. Unlike other foot plant spells, this spell has an indefinite duration, lasting for as long as the caster does not break the spell. (Cast Time Instant) (Duration Unlimited) (STRENUOUS)

Cost: Burned Skill Points (3)

© Internalize Ritual Power

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 70% Rarity: Common Description: This Ritual Spell allows a character to internalize the power of all Ritual Components currently in hand, so that they can be called upon from within at a later time. When this ritual is cast the caster receives an item card that lists all of the components currently held during casting, including their expiration dates. As these components are used, they are marked off upon the card. (Cast Time 60 seconds) (Duration Special) Cost: Prismatic Dust (1)

Invoke Ritual Fireball

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Storm of Element, [Fire] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual allows the caster to create a massive burst of ritual fire. When this Ritual is cast, the caster throws up their arms to indicate the area of effect, and call a "Hold". The affected area can be up to 180 degrees, or can be as narrow as the caster wishes. The range of this ritual extends out to any characters that can hear the caster, which are also within the area defined by the caster's outstretched arms. All creatures within the targeted area are immediately affected by a 'Force Burn 500'. (Casting Time Instant) (STRENUOUS) Note: Each additional 5 'Burned Skill Points' & 'Rune Dust' consumed during the casting of this ritual causes the entire affected area to be targeted by another separate consecutive 'Force Burn 500', however, for each such additional also counts against the caster as an additional Strenuous Spell. Cost: ??????

Invoke Ritual Wind Cost: 2 Skill Point Prerequisites: Storm of Element, [Air] Research: 45% Proficiency: 40% Rarity: Rare Description: This Arcane Ritual Spell is a 'Foot-Plant' 'Force Repel You'. You may only throw 1 at a time. (Cast Time Instant) (Duration 5 minutes) Cost: Burned Skill Points (3)

Invoke Winter's Grasp

Cost: 2 Skill Point

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Prerequisites: Storm of [Element], [Ice] Research: 45% Proficiency: 40% Rarity: Rare Description: This Arcane Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time (e.g., "I Summon Ritual to Invoke Winter's Grasp, Force Freeze You Right Foot, Force Freeze You 30" etc.) Each packet must be thrown as alternating between 'Force Freeze Your {limb}’ and 'Force Freeze You 30'. (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (3)

Knock

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50) Research: 45% Proficiency: 40% Rarity: Rare Description: This Universal Ritual Spell allows the caster to open a 1st - 4th level lock, triggering any traps installed in the Lock. Please begin to read the lock card and any installed traps after beginning the Ritual, if a trap would cause you to not to be able to complete the Ritual no 'Skill Points' are consumed, otherwise the Ritual is completed. (Casting Time 60 seconds) (This casting time cannot be reduced by any way) Cost: Burned Skill Points (3)

Legend Lore Cost: 2 Skill Point Prerequisites: Analyze Magical Auras Research: 55% Proficiency: 60% Rarity: Rare Description: This Universal Ritual Spell reveals important details about a targeted creature or magical item (Magic Level 2 or greater). The purpose of this Ritual is to discover points of legendary lore/history, and is often considered far too expensive to be worth casting except to those who deeply yearn to unlock the secrets of the past. This spell is one of the few ways that a character can discover details about a magic item of Artifact Level. Information about the target may immediately be available to the caster after completing the Ritual, but at times the information may take a long time to formulate in their mind. It is impossible to determine the amount to time it will take for the information to be realized. (Cast Time 60 seconds) Cost: Burned Skill Point (1), Prismatic Gem (1)

© Lesser Sphere of Eternity Cost: 1 Skill Point Prerequisites: Empowered Sphere of Eternity Proficiency: 70% Rarity: Common Description: This Ritual spell allows the caster to lay out a rope of up to 10 feet long while casting this spell. The ends of the rope must be tied together. Multiple casters may combine their casting and ropes to make a larger circle if they wish. All ends must be tied to create an enclosed 'Sphere.' Once the spell is cast the caster(s) have up to 30 seconds to say 'Activate.' At least one Caster MUST be within the Circle to activate it. In order to end the spell all surviving casters must choose to end it. If all the casters drop into their 'Death Counts' the 'Sphere of Eternity' drops. Once the spell has been activated nothing and no one may

pass through the circle one way or another. Light and Sound, including Gypsy Magic, may pass through. When inside Ritual spells are cast at a 30 count casting time instead of a 60 count, and many unique Ritual spells are enhanced by the use of a 'Sphere of Eternity'. (Casting Time 60 seconds) (Duration 5 minutes)

Cost: Prismatic Dust (1)

Lich Transformation

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Storm of Death, Bestow Curse of The Gravewalker Research: ??% Proficiency: ??% Rarity: Elusive Description: This fickle & foul Necromantic Ritual is reviled throughout most of the civilized world, as it severs a piece of the caster's soul, initiating the caster's journey towards becoming a dreaded undead creature known as a Lich. This spell places the severed piece of the caster's soul within a mundane item such as an amulet, a book, or a small box, transforming the object into a phylactery, and granting the caster (a cyclic living creature), Tier 0 of the Lich Template. This ritual must be cast within a 'Sphere of Eternity'. This spell is unreliable, but chances of success can be increased by saturating the surrounding area in Necrotic Energy, and by using necromancy to purposefully end the lives of many cyclic creatures at the site of the Ritual beforehand. (Casting Time 5-30 minutes) (Plot Discretion). Cost: ??????

© Manifest Prismatic Dust

Cost: Free Prerequisites: 1st level Ritual Spell Casting Rarity: Common Description: This Ritual Spell creates 8 Prismatic Dusts, each with an expiration of 6 months. The player must provide yellow Popsicle sticks to represent these components, which must be signed as approved. (Casting Time 60 seconds) (Duration 6 months) Cost: Burned Skill Points (4)

© Manifest Prismatic Gem

Cost: Free Prerequisites: 2nd level Ritual Spell Casting Rarity: Common Description: This Ritual Spell creates 4 Prismatic Gems, each with an expiration of 6 months. The player must provide yellow Popsicle sticks to represent these components, which must be signed as approved. (Casting Time 60 seconds) (Duration 6 months) Cost: Burned Skill Points (4)

Manifest Prismatic Power

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Command Ritual Power Research: 40% Proficiency: 30% Rarity: Rare Description: This Ritual Spell creates 5 Prismatic Dust and 5 Prismatic Gems, with an expiration of 1 year. The player must provide a yellow Popsicle stick to represent these components, which must be signed as approved. (Casting Time 60 seconds) (Duration 1 year) (STRENUOUS)

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Cost: Burned Skill Points (7)

© Manifest Rune Dust

Cost: Free Prerequisites: 3rd level Ritual Spell Casting Rarity: Common Description: This Ritual Spell creates 1 Rune Dust, with an expiration of 6 months. The player must provide a yellow Popsicle stick to represent this component, which must be signed as approved. (Casting Time 60 seconds) (Duration 1 Year) (STRENUOUS)

Cost: Burned Skill Points (5)

Manifest Rune Stone

Cost: 4 Skill Point Prerequisites: Skill Points Invested (75), Manifest Prismatic Power Research: ??% Proficiency: ??% Rarity: Elusive Description: This fickle Ritual Spell creates 1 Rune Stone with an expiration of 1 year. This ritual spell requires that at least two Ritualists participate in the casting, with the cost of casting the ritual split as evenly as possible between the casters. Rune Stones are potent Ritual Components that are often used for powerful plot-altering ritual spells. The effect of using a Rune Stone is highly unpredictable, and one can never be certain what the result of using a Rune Stone might be. Indeed, Ritual Casters have occasionally discovered that the effect of a Ritual using a Rune Stone was completely different than they had originally intended, throwing months or even years of careful planning out the window. Buyer beware. You MUST consult the Plot Head before casting this ritual. There are many In Game effects that can alter the casting of this Ritual Spell (Use of 'Sphere of Eternity', the phases of the moon, and location of magical ley lines, etc.). Due to these circumstances, this spell does not always succeed. (Casting Time 5 minutes) (Duration 1 year) (STRENUOUS FOR ALL RITUALISTS INVOLVED) Cost: ??????

Mask Magical Aura

Cost: 4 Skill Point Prerequisites: Suppress Magical Relic, [Enhancing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Universal Ritual allows the caster to target a small portable item (such as a shield, necklace, or ring) and "mask" its magical aura, making the item incredibly difficult to identify. The item must be fully within the caster's possession throughout the entirety of the casting time. In very rare circumstances, certain powerful relics or Artifacts are immune to this spell (Plot Discretion). If targeted with detection or identification magic, the item detects as Level 3 Magic, and falsely reports as having been targeted by the 'Suppress Magical Relic' spell if identified. None of the item's original properties are revealed unless the item is targeted by a 'Legend Lore', in which case, both the item's properties and the 'Suppress Magical Aura' spell are revealed. (Casting Time 5 minutes) (Duration 1 year) Cost: ??????

Mask of Vitae

Cost: 4 Skill Point Prerequisites: Storm of Life, Storm of Death, Gift of False Life () Research: ??% Proficiency: ??% Rarity: Elusive Description: This powerful Ritual infuses an Undead target with temporary life, causing target to be healed by 'Heal' and harmed by 'Drain' / 'Pass' / 'Siphon'. Additionally, the target is healed by 'Restore Your Spirit' and slain by 'Obliterate You', and is no longer damaged by 'Cleanse'. Any undead appearance that the target possesses is masked by this Ritual, causing the target to appear to be living. Other advantages/disadvantages of undeath may occasionally be altered or suppressed by this Ritual (Plot Discretion). (Casting Time 5 minutes) (Duration 1 year) Cost: ??????

Mechanical Mind

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20) Research: 55% Proficiency: 60% Rarity: Rare Description: This Universal Ritual grants its target the ability to Ritually empower their Artificing education. At Logistics the target may expend a level of any 'Force' skills, for the logistics, to gains +2% (per 'Force' skill expended) chance to a single Artificing Proficiency Roll during Check-in (Maximum of +20%) [Gear Increase]. (Casting Time 5 minutes) (Duration 1 year) Cost: Burned Skill Points (1), Prismatic Gem (1)

© Missive

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 70% Rarity: Common Description: This Universal Ritual magically sends a written message of up to 25 words, and receives a written message of up to 25 words in response. This message may take a number of hours to arrive. Imprisoned characters, or characters who are otherwise inaccessible may be unable to receive or respond to a 'Missive' Ritual. Additionally both particiapents of this Ritual must have met eachother at some point, and both be willing to communicate at the time of the casting. Both particiapents are aware of who they are communicating with based on the identities that met. (Casting Time 60 seconds) Cost: Prismatic Dust (1)

Mystic Ablution

Cost: 4 Skill Point Prerequisites: Storm of Life Research: ??% Proficiency: ??% Rarity: Elusive Description: This Mystic Ritual spell bathes a targeted area in cleansing energy, purging the area of nearly all Necromantic magic. This Ritual will close most standard Necrovoids, and will remove most occurrences of Necromantic Blight. The Targeted Area is generally defined as the area within the 'Sphere of Eternity' within which this Ritual is cast, and a small variable radius around the aforementioned sphere. (Must be cast within a 'Sphere of Eternity') (Casting Time 60 seconds)

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Cost: ??????

© Mystic Dispersal Cost: 1 Skill Point Prerequisites: Mystic Ablution Proficiency: 60% Rarity: Common Description: This Mystic Ritual, when cast, disrupts the flow and concentration of Mystic energy within the immediate vicinity of the caster. Using this Ritual raises the probability of Undead naturally rising, and could make it easier to raise Undead. The energy which is dispersed is not balanced, controlled, destroyed or even fully removed however; and will thus often reform (if potentially displaced) within 24 hours. This spell can even potentially be used to disrupt a Mystic ritual being cast in the vicinity, if the nearby ritual is not protected by a 'Sphere of Eternity'. (Casting Time 60 seconds)

Cost: Burned Skill Point (1)

© Necromantic Dispersal Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common – (Necromancy) Description: This Necromantic Ritual, when cast, disrupts the flow and concentration of Necromantic energy within the immediate vicinity of the caster. It can be used to disrupt Necrovoids, and other such concentrations of Necromantic Energy. The energy which is dispersed is not balanced, controlled, destroyed or even fully removed however; and will thus often reform (if potentially displaced) within 24 hours. This spell can even potentially be used to disrupt a Necromantic Ritual being cast in the vicinity, if the nearby ritual is not protected by a 'Sphere of Eternity'. (Casting Time 60 seconds)

Cost: Burned Skill Point (1)

Open Portal

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Teleport Research: 40% Proficiency: 30% Rarity: Rare Description: This fickle Ritual spell is capable of opening a one way portal to a chosen location. However, this spell is governed by a vast number of factors, such as the position of the moon, the alignment of the stars, and the ebb and flow of magical energies and as such, portals to a chosen location is not always able to be opened. The duration that a Portal remains open is also variable. (Casting Time 60 seconds) (STRENUOUS) Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Radiant Anointment Cost: 2 Skill Point Prerequisites: Storm of Radiance Research: 40% Proficiency: 30% Rarity: Rare Description: This Mystic Ritual spell is casted by anointing a targeted creature with mystic oils, and imbuing them with 'Cleansing Magic'. The targeted creature gains a 50 point 'Health

Barrier', and gains the ability to use their weapon attacks for 'Force Cleanse' at-will, with +5 Weapon Damage [Stackable Increase]. The character may choose to swing for other damage types, but they lose the 'Force' keyword & additional damage if they choose to do so. The character may also use their 'Damage Ceiling' against , 'Drain', 'Pass', & 'Siphon' Damage. The casting time cannot be quickened, and a vial of oil (or water) is a required Phys-rep for casting this spell. (Casting Time 60 seconds) (Duration 30 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Recall Cost: 2 Skill Point Prerequisites: Skill Points Invested (20) Research: 55% Proficiency: 60% Rarity: Rare Description: This Ritual spell teleports the caster to a predetermined location set by the casting of the 'Attune Recall Destination' Ritual spell. The caster is immediately removed from game upon the casting of this Ritual spell, taking with them only those items which can be considered to be fully within their possession. A character cannot 'Recall' through a sealed 'Ward', nor through an active 'Sphere of Eternity'. Other effects may also stop the use of 'Recall'. (Casting Time 60 seconds)

Cost: Burned Skill Point (1), Prismatic Gem (1)

Reflect Ritual Magic

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20), Resist Ritual Magic Research: 35% Proficiency: 20% Rarity: Rare Description: The Ritual allows the target one use of ‘Ritual Reflect Magic’ against any singular spell effect of any kind, (including Ritual, Force, & Dire spells) causing the spell effect to be return against the original caster. (Casting Time 60 seconds) (Duration 1 year) Cost: Burned Skill Points (5), Rune Dust (1)

Request Planar Sanctuary

Cost: 4 Skill Point Prerequisites: Tranquility, Open Portal, [Time and Space] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual is targets any characters which have joined hands with the caster in a circle. The spell shifts the physical location of the characters much like a minor teleportation spell, as it moves the characters into a planar realm of formless void. The entire group of players must go out of game and move to a location that is at least 50 feet away from any IG creatures/characters. If at all possible, this location should be no more than 100 feet away from the location where the spell was cast. If the players return to game, they will do so in this new location. This Ritual spell cannot be used to avoid IG obstacles. The spell functions like the 'Create Planar Transcendence' spell with the following differences: The caster may take one person for each 10 Skill Points which they had already previously burned to Ritual Magic. Characters may choose to leave the planar sanctuary at any time, one by one. Players within the planar sanctuary are essentially out of game. They must be wearing an orange headband, or keep their weapon/hand on their head in order to stay out of game. Otherwise, they return in-game

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immediately. The maximum duration of this spell is minutes equal to the number of skill points that the caster has already previously burned to ritual. (Casting Time 60 seconds) (Duration Variable) Cost: ??????

© Resist Ritual Magic

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: The Ritual spell allows a target to call ‘Resist Ritual Magic’ against any singular spell effect of any kind, (including Ritual, Force, & Dire spells). (Casting Time 60 seconds) (Duration 1 year) Cost: Burned Skill Points (2), Prismatic Gem (2)

© Reveal The Shackles of The Mind

Cost: 1 Skill Point Prerequisites: Legend Lore Proficiency: 70% Rarity: Common Description: This Universal Ritual is cast upon a targeted individual in order to identify the nature of any mind-affecting compulsions or influences which they might be under. The spell will identify simple effects such as 'Necrether', 'Charm You', or 'Enslave You' spells very easily, and will also make the caster aware of the presence of any more nefarious versions of compulsion. If the compulsion is capable of being removed by the ‘Unchain Your Mind’ Ritual spell the caster will be given an estimate of the required components and/or skill points which would be expended during a casting of the ‘Unchain Your Mind’ Ritual spell to remove that particular compulsion. (Casting Time 60 seconds) Note - Estimated costs of casting 'Unchain Your Mind' are located within the Unchain Your Mind spell description.

Cost: Prismatic Dust (1)

Ritual Enlightenment

Cost: 2 Skill Point Prerequisites: Ritual Spell Casting Research: 55% Proficiency: 60% Rarity: Rare Description: This Universal Ritual allows a targeted Ritual Caster to increase the maximum Skill Points which they can invest into their existing Ritual Skill Point Reservoir. So long as this ritual is in effect, the targeted ritual caster is able to invest an additional 10 Skill Points into their reservoir. Additionally, for purposes of barriers and other In-Game effects, the targeted character is treated as though they had burned an additional 50 skill points to 'Ritual Magic'. This does not advance the character along the Experienced Ritualist Progression Chart. Extra points invested into a character's Ritual Skill Reservoir do not expire, when the Ritual does. (Casting Time 5 minutes) (Duration 1 Year) Cost: Burned Skill Points (1), Prismatic Gem (1)

Ritual Purge

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Dispel Magik Research: ??% Proficiency: ??%

Rarity: Elusive Description: This incredibly powerful Universal Ritual spell can be used to target a creature in order to completely revoke / destroy all magical and non-magical effects which are actively or passively targeting the character. The caster must hold the 'Rune Stone' component in hand, and keep it in physical contact with the target during the full casting time. The Ritual Purge spell destroys Warden Bonds, Warlock Pacts, Abyssal Corruption, insidious Alchemical Poisons, Ancestral Bonds, Curses, Possession, Lycanthropy, as well as most effects which linger even after a character passes through the circle of life. (Casting Time 5 minutes) Cost: ??????

Send You Forth

Cost: 4 Skill Point Prerequisites: Teleport, [Time and Space] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual spell immediately transports up to 2 targeted creatures to location within the same physical realm as the caster when this spell is cast. The caster must be familiar with the destination, either by having been there before, or by hearing/viewing an extremely accurate description of the destination. This spell often fails due to a lack of detail regarding the destination on the part of the caster (plot discretion). The targeted creatures are immediately removed from game upon the casting of this Ritual spell, taking with them only those items which can be considered to be fully within their possession. The targeted creatures may choose not to go, causing this spell to fail. This is an OOG choice made by the player and does not require any defenses. Skill Points and Components are expended when the spell fails due to the targeted creatures choosing not to go. A character cannot teleport through a sealed 'Ward', nor through an active 'Sphere of Eternity'. Other effects may also stop the use of this spell. (Casting Time 60 seconds) Cost: ??????

Scorching Sufly Corruption

Cost: 2 Skill Point Prerequisites: Hand of Darkness, [Undeath] Research: 45% Proficiency: 40% Rarity: Rare – (Necromancy) Description: This Necrotic Ritual uses catalyst ingredients, and personal essence to transform a 'Blessed Sufly Leaf' into a 'Charred Sufly Leaf', causing Necrotic energy to spike erratically for a few brief moments, potentially causing the Necrotic Energy to spread. (Casting Time 5 minutes) Note - If this Ritual is used concurrently with the 'Necrotic Charring' Infusion, then the casting cost of 'Scorching Sufly Corruption' Ritual is reduced by 2 skill point. This infusion must be performed during the course of an actual event. It can never be performed during down time. Cost: Burned Skill Points (4)

Shatter This Realm

Cost: 4 Skill Point Prerequisites: Skill Points Invested (150), Hand of Wizard, Bolt of True Power, [Earth], WarWizard Specialization Research: ??%

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Proficiency: ??% Rarity: Elusive Description: This immensely powerful Ritual spell allows the caster to crack stone and rend the earth around them. The destruction unleashed can be sent out in a single wave, or released in an emanation with the caster at the center. Creatures within the area, especially those closest to the caster, will often suffer considerable damage or even death as a result. The area affected by this spell can vary dramatically, often ranging from 100 feet up to half a mile. The usability of 'Shatter This Realm' is governed by the movements of the stars, the phases of the moon, and the patterns of elemental energy flowing through the local terrain. As such, there are many circumstances where even an incredibly experienced caster is unable to perform this spell at all. Unless specifically allowed by the 'Plot Head', this spell can never be cast during an active event. (Casting Time 5 minutes) (STRENUOUS) Cost: ??????

Shield of Magik

Cost: 4 Skill Point Prerequisites: Skill Points Invested (75), Ritual Reflect Magic, [Enhancing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This defensive Arcane Ritual enhances a target's existing 'Arcane Armor', and grants the target powerful temporary magical protections. So long as the target is not wearing physical armor, they gain +10 'Base Health' [Stackable Increase]. They may also use both 'Ritual Resist Magic' and (non-ritual) 'Force Reflect Magic' as a defense once during spell's duration. (Casting Time 60 seconds) (Duration Logistics) Cost: ??????

Shroud of Obscuration

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Ritual Missive, Ritual Enlightenment, [Enhancing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual spell protects the caster from scrying of nearly all forms. This spell moves with the caster, and usually affects a variable area within an approximate 20 or 30 foot radius (plot discretion). 'Missives' cannot be sent or received while this spell is in affect, and most other forms of scrying are completely prevented. Invisible or hidden creatures can still eavesdrop by conventional means, but attempts to 'Scry' often result in scrambled images and unintelligible sounds. The caster can choose drop this spell at any time, by verbally incanting "I Summon Ritual to Banish The Shroud". (Casting Time 60 seconds) (Duration 60 minutes) Cost: ??????

© Soul of The Elemental

Cost: 1 Skill Point Prerequisites: Storm of Element Proficiency: 60% Rarity: Common Description: This Arcane Ritual grants the targeted creature certain elemental traits, depending upon the type of elemental heart which is used when this spell is cast. The target gains the following benefits: they may heal themselves with their own

{Element of Heart Used} Spellcasting, the target may swing for +1 {Element of Heart Used} weapon damage [Stackable Increase] at-will, gains +1 spell damage [Stackable Increase] to non-force {Element of Heart Used} spellcasting, and may innately cast a single packet of 'Force {Element of Heart Use} You 20' once per battle. (Casting Time 60 seconds) (Duration Logistics)

Cost: Burned Skill Point (1), Elemental Heart (1)

Soul of The Wraith Lord

Cost: 2 Skill Point Prerequisites: Skill Points Invested (75), Animate Obliterated Flesh () Research: 40% Proficiency: 30% Rarity: Rare – (Necromancy) Description: This Necromantic Ritual must be cast within a 'Sphere of Eternity'. When the ritual is cast, the caster is removed from game, and a Wraithlord version of them appears outside of the 'Sphere of Eternity' (played by the caster, and visually similar to the character, but wearing a black tabard clearly labeled "WRAITH"). Instead of using the player's own stats, the Wraithlord uses stats below, or stats assigned by the plot team which usually range of power between Wraith and Dread Wraith, depending upon casting circumstances. If the Wraithlord is defeated then the caster has 60 seconds to return to the 'Sphere of Eternity', where they reappear having seen and heard everything that the Wraithlord experienced. If the 'Sphere of Eternity' has vanished (through destruction or expiration) by the time that the wraith is defeated, then when the caster reappears they do so in their 'Death Count' with one minute remaining. (Casting Time 60 seconds) (Duration Variable) (STRENUOUS)

Wraithlord stats: 100 Health, 10 Pass (claws or spectral

weapons), Strikes - 10 Siphon (1 swing) x 3, Innate (5 count) Drain You 5 (at will), Spell Strike - Drain You 20 (3 packet) x 3, Innate Weaken You x 3, Innate Cause Fear x 3, Innate Immobilize You x 3, Evade x 3, Sidestep x 3. Undead - (Healed by Drain, Harmed by Cleanse, Immune to Heal. Force Restore kills and Force Obliterate Heals. Immune to Unconsciousness Effects, Poison, & Siphon) Note - This spell is considered "Empowered Necromancy": See Plot)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

© Sphere Of Eternity

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: This Ritual spell allows the caster to lay out a rope of up to 15 feet long while casting this spell. The ends of the rope must be tied together. Multiple casters may combine their casting and ropes to make a larger circle if they wish. All ends must be tied to create an enclosed 'Sphere.' Once the spell is cast the caster(s) have up to 30 seconds to say 'Activate.' At least one Caster MUST be within the Circle to activate it. In order to end the spell all surviving casters must choose to end it. If all the casters drop into their 'Death Counts' the 'Sphere of Eternity' drops. Once the spell has been activated nothing and no one may pass through the circle one way or another. Light and Sound, including Gypsy Magic, may pass through. When inside Ritual spells are cast at a 30 count casting time instead of a 60 count, and many unique Ritual spells are enhanced by the use of a 'Sphere of Eternity'. (Casting Time 60 seconds) (Duration 30

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minutes)

Cost: Burned Skill Point (1), Prismatic Dust (1)

Spirit Fortification

Cost: 4 Skill Point Prerequisites: Spirit Shield, [Enhancing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual harnesses the power of Life and Death to fortify the target's spirit against obliteration. The target's next death is considered 'Safe', meaning that the target cannot be 'Obliterated' even if they draw a Black Marble from The Death Bag. This ritual cannot be cast on a spirit. Additionally, this target can be expend this Ritual as a 'Ritual Magic' defense against any effect that would cause the target to immediately lose a life. (Casting Time 5 minutes) (Duration 1 year) Cost: ??????

© Spirit Shield

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: This Ritual allows the target to replaces 3 black marbles with 3 blue marbles when drawing from the Death Bag. The ritual must be cast upon the target before death. (Casting Time 60 seconds) (Duration Logistics) Cost: Burned Skill Point (1)

Spiritual Sacrifice

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Spirit Fortification, Call Forth The Dead Research: ??% Proficiency: ??% Rarity: Elusive – (Necromancy) Description: This Necromantic Ritual allows the caster to burn away the power of their own life essence to protect a targeted spirit against obliteration. The targeted spirit does not need to draw from the Death Bag, but instead may emerge from a 'Circle of Life' as if they had drawn a Blue Marble. The Death is still counted on their character record. (Casting Time 60 seconds) Cost: ??????

Storm of Element

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Element Research: 40% Proficiency: 30% Rarity: Rare Description: This Arcane Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time (i.e., ‘I Summon Ritual to Storm of [Element], Force [Element] You 100, Force [Element] You 100, Force [Element] You 100, etc.). The [Element] you choice as your ‘Damage Type’ must be from an element you have as one of your Force Combat Spell options. (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Storm of Darkness

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Darkness Research: 40% Proficiency: 30% Rarity: Rare – (Necromancy) Description: This Necromatic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time. Each packet is thrown as a 'Force Drain You 100'. (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Storm of Death

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Death Research: 40% Proficiency: 30% Rarity: Rare – (Necromancy) Description: This Necromantic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time (i.e., ‘I Summon Ritual to Storm of Death, Force Obliterate You, Force Obliterate You, Force Obliterate You, etc.). (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Storm of Domination

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Domination Research: 40% Proficiency: 30% Rarity: Rare – (Necromancy) Description: This Necromantic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time. Each packet is thrown as a 'Force Enslave You'. (Casting Time Instant) (Duration 5 minutes) (STRENUOUS) Cost: Burned Skill Points (3), Necrether (1)

Storm of Life

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Life Research: 40% Proficiency: 30% Rarity: Rare Description: This Mystic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time (i.e., ‘I Summon Ritual to Storm of Life, Force Restore Your Spirit, Force Restore Your Spirit, Force Restore Your Spirit, etc.). (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

Storm of Radiance

Cost: 2 Skill Point Prerequisites: Skill Points Invested (50), Hand of Radiance Research: 40% Proficiency: 30% Rarity: Rare Description: This Mythic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may

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only be thrown 1 at a time. Each packet is thrown as a 'Force Cleanse You 100'. (Casting Time Instant) (Duration 5 minutes) (STRENUOUS)

Cost: Burned Skill Points (4), Prismatic Gem (1), Prismatic Dust (1)

© Storm of Purity

Cost: 1 Skill Point Prerequisites: Hand of Life, [Mytic] Proficiency: 70% Rarity: Common Description: This Mystic Ritual Spell is 'Foot-Plant' spell. The caster may throw as many packets as they desire. Packets may only be thrown 1 at a time. Each packet is thrown as 'Purify' which has the exact same effect as a alchemical 'Purify' potion. (Casting Time Instant) (Duration 5 minutes)

Cost: Prismatic Dust (1)

Strike of True Radiance

Cost: 4 Skill Point Prerequisites: Skill Points Invested (100), Storm of Radiance Research: ??% Proficiency: ??% Rarity: Elusive Description: This powerful Mystic Ritual allows the caster to infuse a massive amount of Mystic Energy into a weapon, granting the targeted weapon's next attack a single strike of 'Dire Cleanse You 100'. The attack must be used in the next 30 seconds after casting, or it is lost. (Casting Time Instant) (Duration 30 seconds) (STRENUOUS) Note - Each additional Burned Skill Point & Prismatic Gem consumed during the casting of this ritual increases the damage by 100 points, up to a maximum of 500. Cost: ??????

© Sunder Item

Cost: 1 Skill Point Prerequisites: Ritual Spell Casting Proficiency: 60% Rarity: Common Description: This Universal Ritual allows the caster to target a small portable item (such as a shield, necklace, or ring) and destroy it. The item must be fully within the caster's possession throughout the entirety of the casting time. This Ritual is used primarily to destroy dangerous magical / Artificing items. Many level 3 items, and nearly all Artifacts, are immune to this spell. (Casting Time 60 seconds) Note - The caster may use an Adamantium as a component instead of Burning a skill point.

Cost: Burned Skill Point (1)

© Suppress Magical Relic

Cost: 1 Skill Point Prerequisites: Sunder Item, Internalize Ritual Power Proficiency: 60% Rarity: Common Description: This Universal Ritual allows the caster to target a small portable item (such as a shield, necklace, or ring) and suppress its magically properties, making them unusable. This Ritual does not work on level 0 - mundane items. The item must be fully within the caster's possession throughout the entirety of

the casting time. This ritual is used primarily to suppress the powers of dangerous magical items that are difficult to destroy. Certain items, especially Artifacts, are immune to this spell (Plot Discretion). If targeted with detection or identification magic, the item only detects as Level 3 Magic in the form of the 'Suppress Magical Relic' spell. None of the item's original properties are revealed unless the item is targeted by a 'Legend Lore'. (Casting Time 5 minutes) (Duration 1 year)

Cost: Burned Skill Point (1)

Teleport

Cost: 2 Skill Point Prerequisites: Recall Research: 50% Proficiency: 50% Rarity: Rare Description: This Ritual spell immediately transports the caster and up to 1 other creature to a location that the caster is familiar with, either by having been there before, or by hearing/viewing an extremely accurate description of the destination. This spell often fails due to a lack of detail regarding the destination on the part of the caster (plot discretion). The caster and up to 1 other creature are immediately removed from game upon the casting of this Ritual spell, taking with them only those items which can be considered to be fully within their possession. A character cannot teleport through a sealed 'Ward', nor through an active 'Sphere of Eternity'. Other effects may also stop the use of 'Teleport'. (Casting Time 60 seconds)

Cost: Burned Skill Points (2), Prismatic Gem (2)

© Trace Ritual Resonance

Cost: 1 Skill Point Prerequisites: Arcane Augury Proficiency: 70% Rarity: Common Description: This fickle Ritual spell grants the caster a Supernatural sixth sense which allows them to feel the lingering presence of their own magical resonance in the air. Most commonly, this spell is used by a caster who wishes to magically track down items or people upon which they have personally used 'Ritual Magic'. So long as the caster has used 'Ritual Magic' upon an item or creature during the last twelve months, they will be able to follow the path which the item or creature has taken, almost as if it were leaving physical tracks (Plot Discretion). If an item/creature is under the effect of 'Disguise' or 'Negate Magic' this spell often fails to provide assistance in following it. (Casting Time 60 seconds) (Duration Logistics)

Cost: Prismatic Dust (1)

Tranquility

Cost: 2 Skill Point Prerequisites: Skill Points Invested (20) Research: 55% Proficiency: 60% Rarity: Rare Description: This Universal Ritual spell can be cast upon an existing 'Ward' in order to calm violent action within the boundaries of the spell. No character within the bounds of a 'Tranquility' Ritual spell is able to engage in combat with any other character, regardless of whether the 'Ward' is open or sealed. Food may still be poisoned, and items may still be stolen, but all characters/creatures within the boundaries of a 'Tranquility' spell feel magically compelled to cease all direct

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violent action. The boundaries of this spell must be contained within the normal 500 foot radius of a 'Ward'. However, if the 'Ward' upon which this Ritual is cast has been expanded in size through the use of multiple 'Wards', then the caster may use extra components and skill points to expand the boundaries of the 'Tranquility' spell. If a 'Tranquility' spell is somehow defied (using Ritual magic or unique abilities) by a character within the boundaries of the spell causing combat to begin, then all characters within the 'Tranquility' spell are then considered immune to the 'Tranquility' spell until 5 minutes pass peacefully, at which time the spell comes back into full effect. (Casting Time 60 seconds) (Duration Logistics) Note - Empower at the cost of 1 Prismatic Gems Per Each 500 Foot Area.

Cost: Burned Skill Point (1), Prismatic Dust (1)

Transmute Undeath

Cost: 2 Skill Point Prerequisites: Forge Necrotic Distortion (not in book) Research: 50% Proficiency: 50% Rarity: Rare – (Necromancy) Description: This Fickle Necromantic Ritual taps into ambient Necrotic Energy and uses it to reshape a single Undead target. This Ritual may be able to transform a zombie into a ghoul, or a skeleton into a shade, but when cast upon lesser Undead the results can be very unpredictable. If the target is a sentient undead character such as a Plagued One, A Vampire, or a Lich (at least Tier 1 or higher), then this spell can permanently change them into a different type of undead creature. This ritual must be cast within a 'Sphere of Eternity'. (Casting Time 5 minutes)

Cost: Burned Skill Points (2), Prismatic Gem (2)

Unchain Your Mind

Cost: 4 Skill Point Prerequisites: Skill Points Invested (75), Reveal Shackles of The Mind, [Mind Influencing] Research: ??% Proficiency: ??% Rarity: Elusive Description: This Ritual spell can potentially remove magical mind-effecting compulsions which are currently influencing the target. When the spell is performed, the spell-caster expends a chosen number of components, and may burn as many skill points as they choose. If the expended components / skill points are not great enough to provide sufficient power to remove the compulsion (Plot Discretion) then the Ritual spell will fail and all costs for casting are considered lost, although it is possible that the compulsion may be weakened (Plot Discretion). Upon failure, the caster will be given an estimate of the investment of components and skill points which would be expended during a casting of the ‘Unchain Your Mind’ Ritual spell to remove that particular compulsion (Some magical compulsions cannot be removed by this spell at all, and may not even be detected by it, but this spell is often more effective at removing mental compulsions than the 'Dispel Magik' Ritual spell.) The investment of components and skill points required to successfully remove a magical compulsion using this spell varies greatly depending upon the season, geographical location, alignment of celestial bodies, the Ritual circle drawn by the caster, and whether or not the spell is performed in a 'Sphere of Eternity'. Depending upon circumstances, a minor Ritual

enslavement might require an investment of 2 Prismatic Gems and 1 Burned Skill Points to remove while a very powerful magical domination might require many skill points burned permanently, as well as multiple Rune Dust and even potentially rare/unique components. In some cases, this spell will not suffice to fully remove a mind-affecting compulsion, and a more potent spell (such as Unravel Magical Power or Ritual Purge) is required. (Plot Discretion). (Casting Time 5 minutes) Cost: ??????

Unravel Magical Power

Cost: 4 Skill Point Prerequisites: Skill Points Invested (200), Dispel Magik Research: ??% Proficiency: ??% Rarity: Elusive Description: This incredibly powerful Universal Ritual spell can be used to target a creature, a magical item, or a magical effect which has a physical manifestation (such as 'Ritual Barrier'). The caster must hold the Rune Stone component in hand, and keep it in physical contact with the target during the full casting time. Unlike lesser Ritual spells (Such as 'Sunder Item' or 'Dispel Magik') there are an incredibly small number of magical effects which are immune to the 'Unravel Magical Power' Ritual spell, and even most artifacts are either permanently suppressed or completely destroyed if targeted by this spell. (Casting Time 5 minutes) Cost: ??????

© Wave of Element

Cost: 1 Skill Point Prerequisites: Skill Points Invested (2), [Element] Proficiency: 60% Rarity: Rare Description: This Ritual is a Mass Packet combat spell which allows the caster to throw up to 10 packets of 'Force [Element] You 100', all thrown together in a single toss. Each target struck by the spell is affected, but any target struck by more than one packet is affected only once. For each additional Skill Point Burned during the casting, the player may use an additional 5 spell packets in their throw (up to a maximum of 30 total packets). This spell leaves behind a greater amount of residual magic than most other spells of this nature. (Casting Time Instant) (STRENUOUS)

Cost: Burned Skill Points (2)

© Wave of Darkness

Cost: 1 Skill Point Prerequisites: Skill Points Invested (2), [Undeath] or [Necromancy] Proficiency: 60% Rarity: Common – (Necromancy) Description: This Ritual is a Mass Packet combat spell which allows the caster to throw up to 10 packets of 'Force Drain You 100', all thrown together in a single toss. Each target struck by the spell is affected, but any target struck by more than one packet is affected only once. For each additional Skill Point Burned during the casting, the player may use an additional 5 spell packets in their throw (up to a maximum of 30 total packets). This spell leaves behind a greater amount of residual magic than most other spells of this nature. (Casting Time Instant) (STRENUOUS) Note - This spell is considered "Empowered Necromancy": See Plot)

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Cost: Burned Skill Points (2)

© Wave of Radiance

Cost: 1 Skill Point Prerequisites: Skill Points Invested (2), [Life] or [Mystic] Proficiency: 60% Rarity: Rare Description: This Ritual is a Mass Packet combat spell which allows the caster to throw up to 10 packets of 'Force Cleanse You 100’, all thrown together in a single toss. Each target struck by the spell is affected, but any target struck by more than one packet is affected only once. For each additional Skill Point Burned during the casting, the player may use an additional 5 spell packets in their throw (up to a maximum of 30 total packets). This spell leaves behind a greater amount of residual magic than most other spells of this nature. (Casting Time Instant) (STRENUOUS)

Cost: Burned Skill Points (2)

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The Experienced Ritualist Progression Chart As a character invests Skill Points into learning new Ritual Spells, and as they invest Skill Points into a

Ritual Skill Reservoir, they gain additional benefits and abilities, in accordance with the following Chart.

A character’s total skill points invested into Ritual Magic do not include the cost of purchasing Levels 1 –

3 of the Ritual Magic Skill for the purpose of this chart.

Ritual Magic Experience Threshold

Ritual Magic Benefit

0 Skill Points Invested – Starting Point

May Cast 1 Strenuous Ritual Spell per year. Ritual Skill Reservoir is limited to 2 Skill Points.

10 Skill Points Invested May Cast 1 Additional Strenuous Ritual per year (Total of 2).

20 Skill Points Invested Maximum Ritual Skill Reservoir increases by 3 Skill Points (Total of 5).

30 Skill Points Invested Default ritual casting time becomes a 30 count instead of a 60 count. Gain one Tier 1 Force Spell as a Slashie with your Force Combat Skill usable 1 per Logistics.

40 Skill Points Invested May Cast 1 Additional Strenuous Ritual per year (Total of 3).

50 Skill Points Invested

Character gains +5% to all ritual Proficiency Rolls.

The character may begin to pursue Proficiency for Elusive Ritual Spells that appear within this book.

60 Skill Points Invested Ritual Spell Mastery (2) - The caster may select two spells which have already been acquired, and which the caster has used previously. The caster can now perform these two spells without possessing the spell details in writing.

70 Skill Points Invested Maximum Ritual Skill Reservoir increases by 5 Skill Points (Total of 10). Gain one Tier 1 Force Spell as a Slashie with your Force Combat Skill usable 1 per Logistics (May select the same spell for additional uses). (Total of 2)

80 Skill Points Invested Character is now eligible to attempt to learn a unique ritual incant when casting rituals. (This is not learned automatically, and must be approved by Plot)

90 Skill Points Invested Character only needs to spend 1 skill point when casting ‘Sphere of Eternity’. They no longer require the Prismatic Dust.

100 Skill Points Invested

May Cast 1 Additional Strenuous Ritual per year (Total of 4). Ritual Spell Mastery (3) – Select a total of 3 spells for Spell Mastery. The character may begin to pursue Proficiency for unknown Rituals which do not appear within this book. Gain one Tier 1 Force Spell as a Slashie with your Force Combat Skill usable 1 per Logistics (May select the same spell for additional uses). (Total of 3)

125 Skill Points Invested Character gains +5% to all ritual Proficiency Rolls (Total +10%).

150 Skill Points Invested May Cast 1 Additional Strenuous Ritual per year (Total of 5). Gain one Tier 1 Force Spell as a Slashie with your Force Combat Skill usable 1 per Logistics (May select the same spell for additional uses). (Total of 4)

175 Skill Points Invested Maximum Ritual Skill Reservoir increases by 10 Skill Points (Total of 20).

200 Skill Points Invested

May Cast 1 Additional Strenuous Ritual per year (Total of 6). Ritual Spell Mastery (4) – Select a total of 4 spells for Spell Mastery. Gain one Tier 1 Force Spell as a Slashie with your Force Combat Skill usable 1 per Logistics (May select the same spell for additional uses). (Total of 5) [+1 addition Force Spell Per 100 SP Invested from this point]

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Once a character has invested 200 or more skill points to Ritual, they will have reached the pinnacle of

the ritual power which can be obtained through investing Skill Points. However, there may be additional

advantages or disadvantages which go into effect once the character reaches this point. The player

should seek out the plot team and discuss any impact to their character upon reaching this number of

Skill Points burned.

Players should note that any advantages or disadvantages which may be gained could vary based upon

how their character reaches 200 Skill Points Invested. Very different results may occur between

characters who reach this level of experience by just repeatedly casting the same spell over and over in

comparison with characters who attain it over many years of diverse ritual casting, especially for those

casters which slowly grow into their power over time.

For information about pursuing pursue unknown Ritual Spells which do not appear within this book,

read "Pursuing The Unknown" at the back of this book.

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Pursuing the Unknown Once a character has invested 50 Skill Points into Ritual Magic or Artifice, they have reached the

minimum level of investment required to begin pursuing, forgotten, hidden, lost, or unique Formulas,

Infusions, or Ritual Spells.

In total, there are over a thousand different recipes within the Book of Secrets, offering a truly massive

selection of existing Formulas, Infusions, and Ritual Spells for characters to pursue. Most characters

focus their research on Formulas, Infusions, and Ritual Spells within the Book of Secrets by using rare

tomes obtained through the course of adventuring, or with the aid of a character who has already

become proficient with the Formula, Infusion, or Ritual Spell that the character is attempting to learn.

In some cases, however, an Artificer or Ritualist may wish to strike out on their own in order to discover

unique formulas, or seek out unknown or forgotten spells, occasionally developing entirely new weaves

of magic. Such efforts are incredibly time-consuming, infinitely unreliable, and often lead the character

down unexpected paths.

Special Notice from the Plot Team: Please keep in mind that pursuing the unknown is not for the faint of

heart, nor for those seeking to increase personal power. Discovering or developing a new Formula,

Infusion, or Ritual Spell is a long, dedicated process where you seldom obtain what you are seeking, and

where you will often expend more then you receive. Additionally, many Formulas, Infusions, or Ritual

Spells are not able to be developed inside a vacuum, but must be discovered through in character actions

during and between events. Please understand that you may end up waiting weeks, months, or

potentially years for even one single unique Formula, Infusion, or Ritual Spell.

When attempting to develop a Ritual Spell, Artifice Formula, or Artifice Infusion without aid from a

magical tome or another character, characters can attempt to Pursue Discovery to learn new spells,

formulas, or infusions on their own. The player should speak with the Plot Team to determine if what

they are seeking fits thematically within the game world and is appropriate for the character, and for the

game. Once the player has decided to go forward with Pursuing the Unknown, they must submit a 2-4

word description of the type of spell, formula, or infusion which they are attempting to develop or

discover.

After this description has been submitted, it may take weeks or even months before the player receives

any information about the progress of their discovery or development. Eventually, the plot team will

usually give the player the approval to start tracking their discovery progress through Research Rolls at

logistics. In many cases, the player will be informed of their chances of discovering any viable avenues

towards the development that they are pursuing, in the form of a percentage of success. Note that in

certain cases, developing a Ritual Spell, Artifice Formula, or Artifice Infusion may require In Game

character action, such as completing a quest, finding a unique component, or reading from a lost book.

Once the spell has been researched successfully, the player can expect the plot team to provide the

player with the specific details of the new Ritual Spell, Artifice Formula, or Artifice Infusion. At that

point, the character must purchase the Ritual Spell, Artifice Formula, or Artifice Infusion as a skill on

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their character sheet, and may then proceed with Proficiency Rolls as if they had succeeded in rolling

Research Rolls to learn an Elusive Ritual Spell, Artifice Formula, or Artifice Infusion within The Book of

Secrets.

When making Research or Proficiency Rolls while “Pursuing the Unknown”, the player should submit the

results of each roll via email. These Research Rolls use the same mechanics as normal Research Rolls.

Example of Pursuing the Unknown – Developing a New Ritual Spell

A player named Thomas has a character which goes by the name of Berrick, who is a ritual caster from

the cold northern mountains of Moradrim. Berrick has decided that he wants to learn to command the

power of the frozen wind, so Thomas writes a development request for a new spell. He submits his 2-4

word proposal to the Plot Head, which reads as follows;

Ritual Spell Pursuit – “Create Ice Wind”.

Thomas hopes that his character will be able to learn a spell which grants him the ability to cast Innate

Repel You and Innate Freeze You 10, at will, for the duration of one logistics. But rather than seeking this

out with the help of other ritual casters during events, he has decided to attempt to “Pursue the

Unknown” in hopes of finding such a spell on his own. However, he is limited to only 2-4 words, so it is

difficult for him to seek out any particular effect.

A few weeks later, Thomas is given the go ahead to begin making Research Rolls, and is informed that he

has a target of 40% for researching a new spell.

At the next event, Berrick expends 4 Silver at logistics and rolls a Research Roll check, but fails to roll

40% or lower. He has failed to research the new spell, but may continue to try to do so at each new

logistics. At the following event, he expends another 4 silver and rolls successfully. The plot team then

provides him with a write up of what he has discovered.

Icy Gale () Purchase Cost: 2 Skill Points

Prerequisites: Skill Points Invested (50), Storm of Element, [Ice], [Air]

Availability: Rare

Chance of Proficiency Success: 40%

Research Success: 45%

This Arcane Ritual Spell is 'Foot-Plant' spell. Packets may only be thrown 1 at a time. Each packet may be thrown either as ‘Force Repel You’ or 'Force Freeze You 5'. Unlike other foot plant spells, this spell has an indefinite duration, lasting for as long as the caster does not break the spell. (Cast Time Instant) (Duration Unlimited) (STRENUOUS) Casting Cost: Skill Points Burned (3)

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Though Berrick’s intent was to create a spell that gave him an At Will Repel/Freeze Damage, the spell he

was given was very different from that. This is a common thing when developing ritual spells and players

should not be surprised if they develop magic which is very different from what they had envisioned.

At this point, Berrick can choose to purchase the Icy Gale spell for 5 skill points, and then begin making

Proficiency Rolls for the new ritual spell. In this example, Thomas decides that this new spell which he

has discovered is not quite what he was looking for, and decides not to purchase this this new spell, and

therefore, he is not able to make Proficiency Rolls to learn it. Instead of writing a new set of 2-4 words,

he requests to continue down the same development path as before, still using the words “Create Ice

Wind”. The plot team approves his request and lets him know they will contact him when he his

development bears fruit.

A few months later, Thomas is given the go ahead to begin making Research Rolls again, and is informed

that he has a target of 30% for researching a new Ritual Spell.

After attempting to develop the spell at each of the next four events, Berrick succeeds and the plot team

then provides him with the details of the new spell which he has discovered, written as follows:

Invoke Frozen Wind () Purchase Cost: 5 Skill Points

Prerequisites: Hand of Element, Icy Gale

Availability: Rare

Chance of Proficiency Success: 35%

Research Success: 30%

This strenuous elemental ritual spell grants the targeted character the ability to cast ‘Force Repel You’ or

‘Force Freeze You 10’ at will for the duration of 1 logistics. This is done by incanting on a 5 Count, “I

Summon Frozen Wind 1, I Summon Frozen Wind 2, I Summon Frozen Wind 3, I Summon Frozen Wind 4,

I Summon Frozen Wind 5 to Force (Repel You or Freeze You 10)”. Neither the incant, nor the damage,

may be altered or quickened in any way. This ritual spell must be cast within a Sphere of Eternity.

(Casting Time 5 minutes) (Duration Logistics) (STRENUOUS)

Casting Cost: Skill Points Burned (5), Rune Dust (1), Water Elemental Heart (1)

Berrick has developed a new spell, and has decided that it is exactly what he was looking for. Because

the spell has a prerequisite of Icy Gale, Berrick must first purchase and become proficient in the Icy Gale

ritual spell, and then may purchase and start rolling Proficiency Rolls for his new spell, Invoke Frozen

Wind.

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Force Spell Compendium

Tier 1 Earthquake ([Arcane], [Element], [Earth])

Force Anticiapte Blows ([Arcane], [Time and Space], [Enhancing])

Force Enslave You ([Necromancy], [Mind Influencing])

Force Grant Heroism ([Mystic], [Enhancing])

Force Holocaust ([Arcane], [Element], [Fire])

Force Obliterate You ([Necromancy], [Undeath])

Force Restore Your Spirit ([Mystic], [Life])

Tier 2 Banchee’s Wail ([Necromancy], [Undeath], [Mind Influencing]) Beguile ([Mystic], [Mind Influencing])

Eldritch Echo ([Arcane], [Mystic], [Necromancy], [Element])

Elemental Echo ([Arcane], [Element])

Entangle ([Mystic], [Nature])

Entropy ([Necromancy])

Force Mimic Magic ([Arcane], [Time and Space])

Force Negate Magic ([Arcane])

Glacial Freeze ([Arcane], [Element], [Ice])

Grant Speed ([Arcane], [Time and Space], [Enhancing])

Healing Earth ([Mystic], [Life], [Element], [Earth])

Hurricane ([Arcane], [Element], [Air])

Radiant Blaze ([Mystic], [Element], [Fire])

Radiant Burst ([Mystic], [Enhancing])

Reflect Magic ([Arcane], [Time and Space], [Enhancing])

Renew ([Mystic])

Revival ([Mystic], [Life])

Seasonal Magic ([Arcane], [Element], [Nature])

Wild Howl ([Mystic], [Necromancy], [Nature], [Mind Influencing])

Tier 3 Abyssal Blade ([Abyssal], [Element], [Enhancing])

Avenging Shadow ([Necromancy], [Undeath], [Transformation])

Dragon’s Breath ([Draconic], [Element], [Fire])

Primal Aura ([Mystic], [Nature], [Arcane], [Life], [Transformation])

Spirit of Light ([Mystic], [Life], [Transformation])

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Avenging Shadow (tier 3) Spell Types: [Necromancy], [Undeath], [Transformation]

When you use this ability, you are visibly cloaked in shadowy necrotic power. To use the Avenging Shadow Power, you must don a full black tabard with “Avenging Shadow” clearly written in large white letters on the front, and you must perform a transformation count “I Transform 1, I Transform 2,.” on a 5 count. (Duration 5 Minutes) [Stance] Gain the following benefits while in the Avenging Shadow stance:

At Activation – Gain the benefits of the ‘Heroism’ spell.

At Activation – Gain the benefits of the ‘Shadowform’ spell. (Avenging Shadow tabard, replaces the Shadowfrom tabard)

All Times – Gain the ability to use the ‘Shadowform’ ability to ‘Regenerate’ even while in an ‘Unconscious’ state or in your ‘Bleed Count’.

All Times – You may use “Deathblow” at will.

All Times – Gain the ability to use the ‘Pass’ damage type with all weapons.

1 / Stance – One use of the “Terror” ability. Terror – Can be found in the Other Skills section in Chapter 3 of the Mythic Realms Rulebook.

Banshee’s Wail (tier 2) Spell Types: [Necromancy], [Undeath], [Mind Influencing]

This Necromantic spell allows you to cast a 2 packets ‘Force Enslave Undead’ or a 2 packet ‘Force Drain 40’. Each packet must be thrown in immediate succession after the other. [Incant: “I Summon Death to Banshee’s Wail, Force Enslave Undead, Force Enslave Undead”]

o Force Enslave Undead – This spell works the same way the ‘Force Enslave You’ spells does from the ‘Mythic Realms Rulebook’, except it only can target Undead.

Beguile (tier 2) Spell Types: [Mystic], [Mind Influencing]

This spell allows you to cast a two-packet ‘Force Charm You’ spell. The tow packets must be thrown within 3 seconds of each other. [Incant: “I Summon Life, Force Charm You, Force Charm You”]

Earthquake (tier 1) Spell Types: [Arcane], [Element], [Earth]

This spell is thrown as a ‘Mass Packet’ effect. The user may throw up to 10 packets in a single throw for ‘Force Stone 40’. This damage is not increased by effects that improve damage. Regardless of how many packets hit the target, they will only take the effect of the spell once, and only need to use 1 defensive skill to defend against it. [Incant: “I Summon Earth to Earthquake, Force Stone You 40”]

Eldritch Echo (tier 2) Spell Types: [Arcane], [Mystic], [Necromancy], [Element]

This spell allows you to immediately cast one packet of ‘Force [Burn/Freeze/Shock/Stone/Drain/Cleanse/Heal] You 30’, followed by a separate casting of a ‘Forceful Spell’ which must be used within 10 seconds. Forceful Spell allows you to add the ‘Force’ keyword to a single spell packet of any single spell that you cast using your own abilities. The Damage Type for the first packet is chosen at the time of casting. [Example Incant: “I Summon Earth to Eldritch Echo, Force Stone You 30, Innate Force Trip You”]

Elemental Echo (tier 2) Spell Types: [Arcane], [Element]

This Elemental spell allows you to cast one packet of ‘Force [Element] You 30’, followed immediately by 1 packet of ‘Force [Element] You 20’. The two packets must be thrown within 3 seconds of each other. The Element for each packet is chosen at the time of casting. [Incant: “I Summon (Air / Earth / Fire / Water) to Elemental Echo, Force (Shock / Stone / Burn / Freeze) You 30, Force (Shock / Stone / Burn / Freeze) You 20”]

Entangle (tier 2) Spell Types: [Mystic], [Nature]

This Mystic spell allows you to throw a ‘Mass Packet’ ‘Force Restrain You’. [Incant: “I Summon Life to Entangle, Force Restrain You”]

Entropy (tier 2) Spell Types: [Necromancy]

This Necromantic spell allows you to perform a ‘foot-plant’ spell, casting single packets of either ‘Force Weaken You’ or ‘Force Drain 8’. (Duration 5 Minutes) [Incant: “I summon Death to Entropy, Force Weaken You, Force Drain 8, …”]

Force Anticiapate Blows (tier 1) Spell Types: [Arcane], [Time and Space], [Enhancing]

This spell grants the target one ‘Bonus’ Sidestep to use in the next logistics. [Incant:” I Summon Time & Space to Anticipate Blow”]

Force Enslave You (tier 1) Spell Types: [Necromancy], [Mind Influencing]

This Necromantic spell represents the pinnacle of necromantic mind controlling magic. The target of this spell will no longer retain their free will, becoming possessed by the will of the caster for 30 minutes. When a target is under the effects of Force Enslave You the target will immediately attempt to support the endeavors of the caster, attacking those the caster was attacking, defending the caster against attack or aiding in the caster’s escape. They will obey any and all commands given by the caster to the ultimate best of their ability, though the target will not follow an order to spend skill points or perform actions that break the Five Rules of Conduct. Keep in mind that the target does not become a mindless drone when under the effect of this spell, but rather will use all their cunning and guile in the service of the caster, as they are possessed by the caster’s will. In combat situations an enslaved character will fight to the ultimate best of their ability, and use skills as dictated by the caster. The caster however, must be sure to make their intent clear when issuing commands as it is not the responsibility of the character to interpret vague or unclear orders. While enslaved the target will not hold any knowledge the character would normally have, they are a vessel for the will of the caster. By default the character will not remember any of their time under enslavement, or even that the spell was cast at them, unless the caster chooses to order them to remember. The caster may not modify or alter the memories, nor order the target to remember specific moments of the enslavement. The caster must choose to have the target remember all of the enslavement or nothing. [Incant: “I Summon Death to Force Enslave You”]

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Force Grant Heroism (tier 1) Spell Types: [Mystic], [Enhancing]

The target immediately receives the benefit of a ‘Grant Wellbeing’, curing all negative status effects and restoring them to full health. The target also will gain the following effects. ‘Grant Vitality 5’, granting a 5 point ‘Health Barrier’, +2 to all weapon and spell damage [Stackable Increase], as well as immunity to fear/terror. This spell has a duration of 5 minutes. [Incant:”I Summon Life to Force Grant Heroism”]

Force Holocaust (tier 1) Spell Types: [Arcane], [Element], [Fire]

This spell allows a character to throw a single packet for 100 points of fire damage. This damage is not increased by effects that improve damage. [Incant: “I Summon Fire to Holocaust, Force Burn You 100”]

Force Mimic Magic (tier 2) Spell Types: [Arcane], [Time and Space]

This skill allows the bard to replicate any non-ritual spell that they hear cast in their vicinity. Within 10 seconds of hearing a spell being cast, the Bard may perform the Mimic Magic Spell and thus immediately replicate the chosen spell which they had witnessed. This does not work on Teir 3 spells. [Incant: “I Summon Time & Space to Mimic Magic, (name of chosen spell)”]

Force Negate Magic (tier 2) Spell Types: [Arcane]

This Universal Spell allows you to cast one packet of ‘Force Negate Magic’. ‘Negate Magic’ can be found in the ‘Negate Ethereal’ Skill in Chapter 3 of the Mythic Realms Rulebook. [Incant: “I Summon the Wisdom of the Ages to Force Negate Magic”]

Force Obliterate You (tier 1) Spell Types: [Necromancy], [Undeath]

This Necromantic spell represents the pinnacle of necromantic magic. If cast upon a living creature, the necromantic power of this spell destroys the target, placing them directly into their death count. If cast on the undead or demon target this spell cures all negative status effects and restores the target to full health. This spell even brings the target undead or demon out of their death count to full health. [Incant: “I Summon Death to Force Obliterate You”]

Force Restore Your Spirit (tier 1) Spell Types: [Mystic], [Life]

This Mytstic spell represents the pinnacle of healing magic. If cast on a living target, this spell cures all negative status effects and restores the target to full health. This spell even brings a targeted character out of their death count to full health. Alternatively, when used upon the undead and demons, this spell harm the target possibly placing them directly into their death count. [Incant: “I Summon Life to Force Restore Your Spirit”]

Glacial Freeze (tier 2) Spell Types: [Arcane], [Element], [Ice]

This Elemental spell allows you to cast a two-packet Force Freeze 25 spell. The two packets must be thrown within 3 seconds of each other. [Incant: “I Summon Water, Force Freeze You 25, Force Freeze You 25]

Grant Speed (tier 2) Spell Types: [Arcane], [Time and Space], [Enhancing]

This Self-Only Arcane spell grants you one ‘BONUS’ Evade, one ‘BONUS’ Dodge, and one ‘BONUS’ Parry. (Duration Logistics) [Incant: “I Summon Time & Space to Grant Speed]

Healing Earth (tier 2) Spell Types: [Mystic], [Life], [Element], [Earth]

This Mystic and Elemental spell allows you to cast a two-packet spell, one of ‘Force Stone You 20’, followed immediately by one packet of ‘Force Heal You 20’. The two packets must be thrown within 3 seconds of each other. [Incant: “I Summon (Life or Earth) to Healing Earth, Force Stone You 20, Force Heal You 20”]

Hurricane (tier 2) Spell Types: [Arcane], [Element], [Air]

This Elemental spell allows you perform a ‘foot-plant’ spell, casting single packets of ‘Force Shock You 5’. (Duration 5 Minutes) [Incant: “I Summon Air, Force Shock You 5, Force Shock You 5, Force Shock You 5, …]

Primal Aura (tier 3) Spell Types: [Mystic], [Nature], [Arcane], [Life], [Transformation]

Gain the ability to perform a 5 count “I Transform 1, I Transform 2, etc.” and don a brown tabard with green lettering (or green tabard with brown lettering) that clearly displays the words Primal Aura. Upon completing this transformation, you may choose which one of the four Nature Aspects you manifest. When using this stance, you visibly appear to be surrounded by an aura of primal druidic energy. [Stance] (Duration 5 Minutes)

o Aspect of the Beast – Gain Weapon Damage +2 [Stackable Increase], gain one ‘BONUS’ ‘Sidestep’, and you may use the ‘Magic’ ‘Damage Type’. Additionally, gain one ‘BONUS’ use of the ‘Evade’ skill, and gain one use the ‘Force’ keyword for a damaging weapon/claw attack. o Aspect of the Mountain – Gain the benefits of ‘Health Barrier’ of 7, +2 Static Strength [Stackable Increase], one ‘BONUS’ Feat of Strength, and one ‘BONUS’ use of ‘Force Fortitude’. Additionally, your ‘Damage Ceiling’ becomes 4 (cannot be lowered further), and you may ‘Regenerate’ on a 30 count while conscious. This regeneration count must be spoken loudly, and is interrupted if the character takes damage, or uses any items/skills. o Aspect of the River – Gain benefits from the Druid class as if you were in a Wilderness Environment (even if you are not) and immediately heal to full and remove all negative status effects (as if you had been affected by a ‘Force Restore Your Spirit’ spell). Gain the ability to cast the 'Heal You 10' spell at will, on a 10-Count. This requires that you perform a full 10 count “Summon Nature” incant with each casting. This ‘Heal You 10’ spell cannot be augmented by any item or ability. Additionally, gain the ability to cast single-packet Self-Only 'Purify' spell at will, on a 10-Count. This requires that you perform a full 10 count “Summon Nature” incant with each casting. You may only target yourself with this spell.

Radiant Blaze (tier 2) Spell Types: [Mystic], [Element], [Fire]

This Mystic and Elemental spell allows you to cast a two-packet spell, one of ‘Force Cleanse You 40’ and one of ‘Force Burn You 40’. The two packets must be thrown within 3 seconds of each other, although the order can be interchanged. [Incant: “I

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Summon (Life or Fire) to Radiant Blaze, Force Cleanse You 40, Force Burn You 40”]

Radiant Burst (tier 2) Spell Types: [Mystic], [Enhancing]

This Mystic spell allows you to cast a two-packet spell, either as a pair of ‘Force Grant Wellbeing’ packets or as a pair of ‘Force Cleanse You 40’ packets. The two packets must be thrown within 3 seconds of each other. [Incant: “I summon Life to Force Grant Wellbeing, Force Grant Wellbeing”]

Reflect Magic (tier 2) Spell Types: [Arcane], [Time and Space], [Enhancing]

This Arcane spell acts as a defense and an offensive skill. This spell may be cast on any creature. If the target of this spell is attacked by a ‘non-Force’ magical spell (by spell packet or ambient effect), the target may call out “Reflect Magic”. The target is not affected by this spell, and the caster of the spell is attacked by the same spell as if you casted it. Reflect Magic can be used as a defense for a spell that has been reflected. [Incant: “I summon Time and Space to Reflect Magic”]

Renew (tier 2) Spell Types: [Mystic]

This Mystic spell allows you to perform a ‘foot-plant’ spell, casting single packets of either ‘Force Heal You 8’ or ‘Force Cleanse You 8’. (Duration 5 Minutes) [Incant: “I Summon Life to Renew, Force Heal You 8, Force Cleanse You 8, …”]

Revival (tier 2) Spell Types: [Mystic], [Life]

Gain the ability to ‘Expend’ a use of your ‘FORCE’ skill to cast the ‘Lay on Hands: Restore Your Spirit’ spell, this ability bypasses the ‘FORCE’ per battle limitation.

Lay On Hands: Restore Your Spirit – Can be found in

the ‘Grant Wellbeing’ Skill in Chapter 3 of the Mythic

Realms Rulebook.

Seasonal Magic (tier 2) Spell Types: [Arcane], [Element], [Nature]

You gain the ability to cast one specific spell, depending upon the current season, as follows:

o (December 1st – February 28th) Winter Frost: This spell

allows you to throw one packet of ‘Force Freeze Your

Right Foot’, and one packet of ‘Force Freeze You 40’.

The order of these packets can be interchanged, and

the secondary packet must be thrown within 3 seconds

of the first. [Incant: “I Summon Water Winter Frost,

Force Freeze You 40, Force Freeze Your Right Foot.”]

o (March 1st – May 30th) Spring Blessing: This Mystic

spell allows you to throw a ‘Mass Packet’ ‘Grant Well

Being. [Incant: “I Summon Life to Spring Blessing, Grant

Well Being”]

o (June 1st – August 31st) Summer Wind: This spell

allows you to throw one packet of ‘Force Repel You’,

and one packet of ‘Force Burn You 40’. The order of

these packets can be interchanged, and the secondary

packet must be thrown within 3 seconds of the first.

[Incant: “I Summon (Air or Fire) to Summer Wind,

Force Burn You 40, Force Repel You.”]

o (September 1st – November 30th) Autumn Fall: This

spell allows you to throw one packet of ‘Force Trip

You’, and one packet of ‘Force Stone You 40’. The

order of these packets can be interchanged, and the

secondary packet must be thrown within 3 seconds of

the first. [Incant: “I Summon Earth to Autumn Fall,

Force Stone You 40, Force Trip You.”]

Spirit of Life (tier 3) Spell Types: [Mystic], [Life], [Transformation]

You use this ability; you are visibly cloaked in pure cleansing power. To use the Spirit of Light, you must don a full white tabard with “Spirit of Light” clearly written in large black letters on the front, and you must perform a transformation count “I Transform 1, I Transform 2,.” on a 5 count. (Duration 5 Minutes) [Stance] Gain the following benefits while in the Spirit of Light stance:

o All Times – Gain the ability to use the ‘Cleanse’ damage type with all weapons.

o All Times – Gain the ability to convert your ‘Elemental Spellcasting’ damage type to the ‘Cleanse’ damage type.

o All Times – When using the ‘Cleanse’ damage type, gain +3 base damage [Stackable Increase]. This applies to weapon and spell casting damage.

o All Times – Gain the ability to cast ‘Heal You’, ‘Cleanse You’, ‘Grant Wellbeing’, and ‘Force Restore Your Spirit’ spells through your weapon.

o 1 / Stance – One use of the “Innate Negate Ethereal” spell. (May cast this one use through your weapon).

o All Times – Gain the ability when affected by a ‘Betrayal’ effect to call “Reduced”, and immediately take the effect of ‘Daze’ for its duration.

o All Times – Gain the ability when affected by an ‘Enslave’ effect to call “Reduced”, and immediately take the effect of a ‘Knockout’.

o All Times– Gain immunity to ‘Disease’, ‘Fear’, and ‘Terror’ effects. You must call “Resist”.

Wild Howl (tier 2) Spell Types: [Mystic], [Necromancy], [Nature], [Mind Influencing]

This spell allows you to throw three consecutive packets, each of which may be thrown as either ‘Force Charm Animal’ or ‘Force Cause Fear’. You may only attempt to use this spell against non-supernatural animals (such as Wolves, Dire Rats, Giant Spiders, or Bears). You may not use it against creatures such as Trolls, Elementals, Zombies, Elves, Feryl, etc. (Note - ‘Charm Animal’ functions exactly as the ‘Charm You’ spell) [Incant: “I Summon (Life or Death) to Wild Howl, Force Cause Fear, Force Charm Animal, Force Cause Fear”]

Page 176: The Book of Secrets - Mythic RealmsThe Ritual Magic Skill and the seven different Artifice Skills are advanced paths which allow highly experienced characters to continue to develop

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Page 177: The Book of Secrets - Mythic RealmsThe Ritual Magic Skill and the seven different Artifice Skills are advanced paths which allow highly experienced characters to continue to develop

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