079 - Relics 3
THAUMIC SPIKES
Cost: -4
Long crude iron spikes that are infused with the immortality curse. A being pierced with one of these spikes cannot die by any means while the spike remains within them. Once inside, they have a strong magnetic-like pull to remain inside, requiring around 800lbs of force to pull free. They feel pain as normal, including the pain of the spike itself. If an effect would slay an immortal being, one of the spikes will shatter into dust and save the life of the barer, taking the hit for them. Such as a Jade Bolt, or a Golden Weapon from VoL. While spiked, they'll also regenerate from a broken limb in a minute, limb loss in an hour. Bullet wounds in seconds. You have 3, and can craft more using Curses 5 to curse iron spikes.
SECRET ELIXIR
Cost: -12
A very illusive potion, the creation process known by Alphazon executives and Hespatian Crowns. You will come across one. Drinking the full bottle, tiny as it is, imbues you with the ability to craft the potion yourself if you have Potions 5. A single drop is an undetectible, untraceable poison that causes death in a completley random manner in a random time within 1 month. 2 drops will make a person turn inside out. 3 drops will sever a witch's ability to use magic, or undo the effects... Or make a human a witch with a random witch type and 3d20 Power they'll grow into. 12 drops per bottle. Requires distilling 5 rank 5 potions in one, & activating the potion with your activated blood.
COSMIC PEARL
Cost: -10
This pearl of great power is less of a material object than it is a tangible fold of crystalized probabilities. You can soak it in any water and that water will become equivalent to a T4 ingredient for Alchemy or other magics, and when on your person it buffs Elemental magic by 25%. Or, you can melt the pearl into a solution of molten gold, to disperse it throughout and transmute it into an "Elixir of Many Colors". In drinking it, you can permanently replace one affinity you possess with any other, or add a new one entirely. A creature can only hold a limit of 4 affinities at any one time. A Warlock with a Soulbound Pearl has 1 use for changing affinities, and keeps the passive benefit.
WITCH DECK
Cost: -6
You have a deck of 60 blank cards that can be used by having a witch or other supernatural entity sign the card and provide a drop of blood or rough equivalent. In doing so, you can now summon a complete duplicate of that entity using the card, once per 24hr until dismissed or destroyed/slain, only one instance of the same entity at a time. The entity in turn if ever slain in a way that would have been permanent (or first regardless of other methods if they choose), can hijack the next instance you use that card (Which will have a golden glow on it) in order to return to return to life but under your control for 24hrs. You can sign a card yourself to spawn a duplicate you. Personalities remain intact but memories aren't.
BATTLESHIP
Cost: -20
Holy basil, you found an entire heckin' arcanotech battleship. It has zepplin-like bulbous frame with a top like a military destroyer. It flies at up to 120mph at full steam which drains its stored up power over an hour but cruises at 80 without gaining or losing power. Has ammo bays that fabricate crystal cannonballs while keeping them stable, storing up to 9 each for a total of 90 shots, generating 1 ball per minute. The balls wink out of existance after 10 minutes of exposure. When used in one of the cannons, they travel in a straight line until impact, causing a 40ft diameter explosion as a swirling meat grinder of armor piercing crystal slivers that shreds tanks. Hull is foot thick mythril plating.
MYTHRIL ARMOR
Cost: -4
This silvery white armor is made from mythril, legendary for being so lightweight it falls like a feather, while being nigh impenetrable. A dragon's tooth would chip biting into solid plates made of this, though it'd deal a good dent to the armor. Dragon's don't play around. It's supernaturally cool to the touch, moderating the wearer's temperature to stay slightly below room temp no matter the conditions, giving it resistance to hot or cold basted attacks and providing comfort in harsh deserts or arctic tundras. It's light enough it'd be like wearing a thin silk night gown, while in full plate, though actual mobility largely comes down to design. A chain shirt of mythril could stop bullets but the blunt force could still break a rib.
RITUAL INKS
Cost: -2
A set of relic needles and a tome of ritual preparations necessary to create inks, paints, or blades that allow the direct application of Runes to the living body itself. Flesh isn't as durable as metal trinkets, but it can come in handy to always have a rune on your person on your very skin.
The rune can be disrupted if you suffer injury to the site of the mark, whether it's a tattoo or bodypaint. Healing will restore a damaged tattoo or scaring, though not bodypaint.
Fortunately, the inking / painting process is more cost efficient than classical runescribing, saving you 50% the standard costs when using Kisses and can utilize cheaper equivalent ingredients if not utilizing Kisses, for roughly the same general savings.
SPELL BULLETS
Cost: -4
A special arcane reloading bench allows you to use 1 ₭Kiss, to produce magic bullets patterned after any other bullet.
Your magic bullets are either a flat bonus of double effectiveness, or you can imbue them with any affinity you possess to cause a 1m elemental burst of that element that either adds the same damage potential as the bullet itself again, or converts all the potential damage of the bullet into the elemental effect.
For every additional kiss you use, you can increase the damage potential by 1% and add 1m of either AoE or effective range.
You can engrave the bullets with Runes or other magic effects you possess allowing the effects to be carried to the projectile itself, even if the projectile is just energetic.
GREAT WAR RIFLE
Cost: -8
Relics of witch involvement during the World Wars, in a parallel conflict referred to as the Lockheart Shism, where the witch community was divided in opinions roughly correlated to the human's own dividing lines.
These rifles look like mundane rifles at a glance, but they hide complex arcanotech engineering. They can generate a runic scope as effective as a full telescope in sync with your intentions to show trajectory calculations and distances. Spell Bullets fired from it are five times as potent with high velocity and the base aoe burst is 4m. Each rifle has a short 'chant' using r4 mana drain to imbue the rifle itself with power to add 1 mile of range to the projectile, and adding the force of a howitzer shell to the attack.
WITCH PISTOL
Cost: -4
You have a particular form of wand in the shape- roughly -of a pistol. This can be a Master Wand if you possess that perk. It can be separate from or it can be a form of your Rod. You can buy this again for spare wand-pistols, (though they all count as the same master wand). They can be loaded with Spell Bullets, disappearing into the wand when pressed against it. By default, the wands can shoot energetic projectiles comparable to a 9mm with infinite ammo. Or you can forgoe a second pistol to upgrade the caliber of the base projectile. 9mm - .45 - .225 - .50. Using the wand you can extend the range of your magic by 300m by changing the origin of the spell to on-hit, likely with increased projectile velocity vs the normal spell's own.
JESTER ONI MASK
Cost: -6
This mask has a mind of its own, a sliver of The Shadow. When on your head its eye can be seen moving with a glimmer of a keen intellect. It has 360 perception within 120m, while it's vision is telescopic. It can speak to you in a mirror of your own voice, within your head. It has great insights, but has its own goals and agendas, which usually include helping you out in most things.
When worn over your face, the rest of your body becomes enveloped in shadows and you gain a doppelgangar of yourself that shares the telepathic link but is its own entity. By infusing the mask with r5 mana when you remove the mask from your face, the doppelgangar can remain unshadowed like a twin of yourself. Only one at a time.
FAR TALISMAN
Cost: -6
A small shard from a high level Outsider entity. This relic is more like a parasite, it perpetuates its existence by bonding with your mana reserves. In exchange, it protects its host. While it is worn, you cannot die, any injury becomes superficial, a bullet through the head no more lethal than a bullet through the hand. The entity can percieve anything you percieve, and likewise you can see through its eye. You can grow additional eyes anywhere on your body, hard as stones and not sensitive. These eyes can also be placed on any surface you touch, including unprotected creatures. When closed, they leave no indication but a thin line. With an expense of R2 mana, you can grow copies of any part of your body anywhere you can see.