078 - Relics 2
ARCHER'S BOW
Cost: -12
This bow is no more than a central grip that when triggered projects crystal arms and string. When drawn, it manifests its own crystal arrows. Each arrow strikes with the speed and force of a .50 caliber rifle. You can infuse any given shot with added mana equivalent to a rank 3 spell to cause it to explode within 3m on hit or proximity to a given target mentally established, or to cause the next projectile to seek with the agility of a hummingbird.
By infusing the projectile with mana equivalent to a rank 5 spell, you can cause the arrow to split into two. Which then continue to double for every 200m of distance traveled. Stacks with r3 infusion.
ASSASSIN'S EDGE
Cost: -12
This ruby-like dagger holds a malicious edge that leaves aggrivated wounds that actively draw blood out from the injury, bleeding 10x as much as it should. By infusing it with r3 tier mana, you can cause the next injury to violently expel all blood within a wounded target, leaving a dessicated husk. By infusing it with r5 tier mana, you can create 12 rapiers with the same ruby appearance and aggrivated bloodloss. Each rapier a dancing blade, self-animated in synch with your own intentions as though weilded by a master swordsman. When moving in a straight line, they can move with the speed of an arrow up to 60m from you.
WARDEN'S MAUL
Cost: -12
This gilded hammer of comical proportions should be impossible to wield. Most humans can't even lift the head alone. But when activated in the hands of a bonded witch, it generates its own lift field with Levitation magic, and when swung it actively propels itself in short bursts. It weighs 950lbs, but strikes as though it weighs 2tons. By infusing it with r3 magic, the hammer can generate this lift field propulsion effect on contact, making a struck target weightless and then propelled up and away with great force. Infusing it with r5 magic, you can make yourself and the hammer impervious to harm for 3 minutes, though you're -20% slow.
DEVIL'S TRIDENT
Cost: -12
This black star-iron trident glows with heat on demand. Any contact at all with the head of the trident causes 100 times the sensation of pain you would expect. Brushing against it would feel painful, even when not searing hot. The central point hovers in place as firm as though a part of the whole, but it can at your option detatch to remain fixed inside an injury, with barbs shooting out of its sides. Infusing it with r3 magic lets you cause a struck target to subjectively experience time 5x slower. With r5, you can make them subjectively experience time 100x slower or make yourself perceive time 2x slower without injury.
GUARDIAN'S WALL
Cost: -12
This adamantine tower shield can adjust its size from a dinner plate to up to twice your own height and up to 3x your own width with a mere second of shifting. As adamantine, it's the only substance a riftblade can't cut, impervious to harm. This shield has the added benefit of spacial anchors that allow it to resist knockback and other forces, though its resistance wears out with overuse. With an infusion of mana = to the rank or otherwise as appropriate, the shield can absorb any magic effect, then replicate it itself using twice its normal mana cost. The shield can store 4 effects at once. Has 10 absorb charges per day.
ALCHEMIST STASH
Cost: -6
This set of belts, garters, and threads allows you to store potions and similar sized items beneath skirts, dresses, or simply in cloaks. Any item stored in the Alchemist's Stash can instantly be called to your hand with no delay, appearing in the blink of an eye. When not visible, the items leave no distortion on the clothing, neither do they clank, weigh you down, or are they felt, as though they were not there at all until you lift the hem or otherwise reveal them. They can't be damaged when not visible. If you have Witchery, these can integrate with your mothergifts and appear when your garment is called. Stored potions are 20% more effective.
GEM OF RENEWAL
Cost: -6
This unique gem has the sheen of a diamond, the many colors of an opal, and the smooth roundness of a perfect pearl. It catches any present light to glimmer perfectly to any viewer. While worn, no damage leaves a visible mark on the body with no aparent damage. The damage is transfered to miniscule replica of yourself stored in the gem in suspended animation. You will not take damage until this replica is killed first. If you recieve healing from any source, it likewise heals the replica. Area healing can affect the replica separately, doubling the benefits. Likewise, it double dips on any forms of regeneration you have. It takes 1 hour to rebind the gem to a new host.
PROSTHESIS
Cost: -2
For each purchase, you have a gnomish magitech prosthetic replacing a normal part of the body with a rough mechanical replacement that's clearly inorganic, but is finely in tune with your intentions and can be used to work magic as though it were natural flesh. It doesn't have feeling, but you do have an awareness of its position and an yes/no sense of if it's touched. Alternatively, you can have an elegant Doll limb replacing a part of you that either looks really nice or looks natural with a visible stitch line and some skin color variation, which does feel as normal but can sometimes behave oddly as though it belonged to someone else now & then, maybe even copping a feel.
VIOLET LENSES
Cost: -2
These pink sunglasses let you see into the hearts of intelligent beings, seeing a sort of 'flame' or ball of turbulent energy within them. The color and reactivity of the flame can allow you to judge their character and feelings towards others. If they deeply love someone on an intimate level, a small duplicate of their love's own flame can be seen burning above their own. By swiping a finger along the left arm of the glasses, you can switch to X-Ray vision, selectively seeing through chosen objects or substances. Along the right arm, and you can switch to a thermal vision that has accurate detail. Any given modes can stack with each other. Disable heartsight with a tap to the bridge.
MANA CORE
Cost: -12
An amulent containing a finely tuned crystal that acts like a processor for channeling mana throughout. It operates on its own to run calculations on probabilities and magical theory to generate counterspell effects on incoming hazards provided it has at least a tenth of a second to react. It has a backup defensive barrier visible when a hazard is within a few inches of the wearer's body, producing a crystaline weave that can shatter if overwhelmed, but is comparable to a 4 inch thick steel plate, resetting when the core resets every other second.
It can be used as a magic focus for performing magic as though using your Rod. Also boosts the damage of Spell Bullets by 20%.
MAGIC TALISMAN
Cost: -20
Legendary relics of considerable power, these talismans contain Rank 5 magic within them. While it is on your person, you can use that magic as though it were your own. They're decently sized and not the easiest things to conceal, producing a glow when used, and actively require exposure to open air to function, so they're worn like accessories in various fashions. A person can only be linked to one at a time, requiring a full minute to rebind to a new talisman.
The magic it possess can be any magic specialization, with no penalty or restriction applying to it. The magic chosen and its affinity influence the appearance of the talisman.
TREASURER'S MINT
Cost: -6
Your very own proper Kiss Mint, a small cube which expands into a room sized chamber within which a large treasure chest can be the focus of the ritual to mint a new Kiss. Instead of minting a single kiss, a 10 minute ritual will mint the entire chest full of Kisses, provided you have a chest full of small copper coins. 5 chests of small coppers can be transmuted into a chest of large coppers. 5 chests of large coppers produce a chest of small silvers. 4 chests of small silvers produce a chest of large silvers. 10 chests of large silvers produce a chest of small golds, of which 10 produce a chest of large golds. You can skip steps by performing an equivalent ritual time using an equivalent quantity of initial materials.
COMPANION BRICK
Cost: -2
Contains an object relevant to a any one potential Companion. This object allows you to bypass normal dynamics to take that companion regardless of restrictions or personality, your object is your "In" with them to form a bond in one manner or another. This item can be any manner of plot contrivance that smooths or outright enables a relationship with that companion, either platonically or even romantically, at least opening the door to the possibility.
This is your golden ticket to obtain a legitimate reason to befriend any companion you may otherwise struggle to rationalize.
Alternatively, you can keep the cube itself as a companion. It's a good listener.
HEIRLOOM
Cost: -4
It's pretty rare, but it seems your mothergifts aren't new. You've inherited heirloom gifts from a witch ancestor in your family line. Choose one magic specialization to have been their focus that they were known for, and half the cost of buying that magic for yourself. You can use this on a magic you don't have the affinity for, or halve again the cost of a magic you do, but you cannot use that magic specialization when not wearing your mothergifts, your garment and hat almost all witches get from R0 Witchery, and using your rod. Downside is your mothergifts have a preferred shape, the shape most identified with that ancestor, and any alterations will only last about 1 hour before they start to revert unless you reapply the change, doesn't effect rod forms.
ie: broom.
RIFTBLADE
Cost: -4
Normally portals are stationary, but the some witches managed to figure out how to convert one-way proxima rifts into a sliver acting as a blade that freely moves through space unanchored, bound only to its hilt. Rifts as mentioned, are the sharpest known objects in Witchdom, a riftblade will cut through anything without resistance except other rifts, but will also share the effects of any proxima the witch has access to, if any, contained to only apply an effect on contact. This also alters the appearance of the riftblade as appropriate, such as red heat rifts, yellow storm rifts, white cold rifts, blue water rifts, black void rifts.
Basic riftblades look like mirrors.
The blade can still be shattered as described by Portals, starting from R1.If broken, just retoggle it.
LIFE RECORD
Cost: -6
These somewhat dangerous keys are often destroyed on sight by Hawthorne and the ORC, while the Watchers, Hespatians, and Alphazons would kill to acquire them. This key lets you tap any manner of depiction of a target individual to enter the Index of Everything, specifically the All Archive wing in a research center, though you can't leave it to go anywhere else in the archive. Here you'll find every single scrap of information about a person that has ever been written, drawn, photographed, or otherwise recorded. Even if nobody ever saw it. Every video, every clip, every blurb or diary entry, so long as it's about the individual, it's here somewhere. Only works on Humans and Witches. One use per month. This place can't be visited by any other means.
SERVANT DOLLS
Cost: -2
One of the first attempts to create Dolls resulted in these beings. They're 2ft animated porcelain dolls that live to serve and can emulate the intelligence of a human with low IQ and social difficulties but can faithfully carry out tasks as directed. They bond to a single master, able to bond to a new one if their last died for good. They'll do all you ask, and might take initiative to do things to serve you that you didn't ask them to do, based on how you shape your relationship with them and how they get a feel for the things you want or not. If broken, they become whole again at midnight. They're surprisingly as strong as a full sized human despite their size. You have n x how many times you buy this, where n = purchases. Take this relic 3x to have 9 dolls.
DOLLMAKER'S KIT
Cost: -4
A sewing kit with pitch black threads and a small box that always has a new button when opened, and a red stained needle. This sewing kit can be used over a 1 hour ritual to sew a living human or witch, to convert them into a Doll, replacing their previous witch type if applicable, and if they weren't a witch then they become a witch with the Doll type. This can also be used to replace parts of the person with parts of another, including missing or non-functional parts. They'll have 2 Power to spend per individual body used in the new doll. The brain determines the actual person that becomes the doll (including soul). You might use hexes to resize parts or organs to fit the proportions better. The resulting being cannot disobey your commands.