HEROES    ITEMS

Mazrian Devices

Magical Items and Artifacts    Ideals

Mazrian devices are magical-technological wonders manufactured in  the Mazrian Empire. They’re far too intricate to craft and must be purchased with credit. Gadgets are minor devices, while implements are more powerful. 

Losing Device Charge

Each time you use a Mazrian device, roll its Charge die as an action. 

On a 1, the device yields a more powerful effect—but its crystal array runs out of energy! The device becomes inert and can't be used again until recharged. 

If you have advantage on an action that calls for a charge die roll—like maneuver advantage when shooting a Kotharian staff from on high—rolling a 1 on the charge die still counts as a 1, regardless of what your advantage die result is.  

Crystal Arrays

All Mazrian devices are powered by resonant crystal arrays with a limited energy supply. There are two types of crystal arrays: Dark (D), or Light (L). 

You can recharge a spent device by replacing its spent crystal array, which takes a minute or so. The Scrolls of the Sorcerer lore has an ability that enables you to recharge a crystal array without replacing it with a new one.

Gadgets

         2𐤑     Dark Parasol

Crystal Dark Charge d6 Stow BeltThis sword-length parasol has a dark, translucent canopy and must be stowed (belt). Roll d6 as an action to unfurl the canopy, which shimmers and pulses with dark magic. You rise 1 height upward and hover there until your next turn, or until you deactivate or let go of the parasol. On a 1, you rise 1 height and hover there indefinitely, so long as you keep holding onto the gadget. You can also use the parasol as a reaction to avoid taking falling damage, but you don't rise 1 height or hover, and the parasol automatically loses its charge. (If the parasol is stowed, you can draw it as you fall, as long as you have a hand free.)

         2𐤑     Finding Faience

Crystal Light Charge d20 This fist-sized glasslike stone holds a wealth of general information within its countless facets, compiled by the Mazrian empire's encyclopedists about many different subjects.Roll d20 and ask a general reference question. The Guide reveals the closest answer to your question, taking into account your literacy—the faience displays detailed information in the form glowing Glyph text, but can also display helpful holographic images for the illiterate. On a 1, you become lost while exploring the knowledge within the faience's facets, in a good way. You gain +1 overflow Awareness.The faience reflects the broad sweep of knowledge gathered by the empire at its height, though it's sometimes biased, euphemistic, or outdated. For example, the faience's information about the Zordin is short on specifics, dismissive of their culture, and lacks any information about the Zordin's recent attacks on the empire. Likewise, the faience can provide only background knowledge on complex magical ideas found in the Scrolls of the Sorcerer. It can explain in broad strokes how magical devices work, but it's not a substitute for being versed in the actual Scrolls.

         2𐤑     Life Shells

Crystal Light Charge d4 This pair of bronze-and-silver objects look like metallic seashells. They can be placed on either side of a dying or unconscious person’s chest. Roll d4 to activate the shells. On any result, the shells deliver a shock, and the person awakens with 1 Life.On a 1, the person also awakens with 1 guard or awareness (their choice).The shells don’t work on Shinarians or other creatures not made of flesh and blood. 

         2𐤑     Scintillating Sphere

Crystal Light Charge d8This small, translucent ball bounces unpredictably if thrown. Roll d8 to throw the sphere, which flashes with brilliant, blinding light as it bounces around the area and returns, magically, to your hand. This action is resolved as a Maneuver targeting all characters in your span except you. Success: The character(s) suffer -1 guard and -1 awareness. Struggle: The character(s) suffer -1 awareness. Failure: No effect.On a 1, roll a d20 and use its result instead. You can attempt to aim the sphere so as to spare your allies from its effect. Take a -1 penalty on your roll for each ally you exclude. Declare your intent to aim before you roll the charge die.

         2𐤑     Speaking Rings

Crystal Light Charge d20The crystals in this pair of silver-and-bronze rings are attuned to each other. If you and another character split the pair, you can communicate over any distance. The rings absorb, transmit, and project your voices, so you must hold the ring near your face when you speak or listen. Some Mazrians wear them as earrings. Roll d20 to activate both rings (either character can do so). The result is roughly the number of minutes you and the other ringholder can speak to each other. The Guide determines when time runs out.On a 1, you can speak to each other for an hour. Both rings gain energy on a single crystal array, which either character can hold.  

         2𐤑     Timepassing Board

Crystal Light Charge d12 This magical game board’s surface consists of 30 squares, arranged in three rows of ten. The board represents a person’s life as a winding path that travels up one row (childhood), then down the middle row (adulthood), then back up the third row (old age). The board’s magic projects moving imagery of each player’s life as they progress along the squares, in distinctly Mazrian fashion—choosing their animal head as a young child, graduating from school, starting a career and a family, and so on. The last five squares of the life path have special markings signifying auspicious deaths. You and up to five allies can play the game as a rest activity. To play, your character rolls five dice, each representing a significant moment or threshold in a typical Mazrian’s life—d12, d10, d8, d6, and d4. After rolling, add the results together. The sum determines how many squares you advance. The d12 is special—it's the gadget's charge die.The board’s magic confers blessings—or curses—on your character, depending on how they “die” in the game:
After summing your dice, you can either end the game and accept your death, or roll the dream die, a d20. You add the dream die’s result to your original death sum, potentially advancing you to an auspicious death—at risk of suffering the curse of a horrific death and gaining no benefit from your rest.On a 1 (d12 only), the player(s) who rolled it can choose to reroll all of their dice (and the dream die, if desired)—but they must use the new result. The game loses its charge if at least one player rolls a 1 on their d12.

Implements

         4𐤑     Black Gauntlets

Crystal Dark Charge d10 These articulated black-painted bronze gauntlets are inset with numerous small black gems, which project dark magic. The gauntlets work as a pair, share a charge die, and can't be used if you hold anything in either hand. You can use the gauntlets to cast three Dark Magic spells Fate’s Grasp, Fall, and Rise. See the Sorcerer: Dark Magic section for how these spells work, with the following changes:Roll d10, the gauntlets’ charge die, in place of the Focus die. The spells don’t require expending focus when cast with the gauntlets.On a 1, the effect differs depending on which spell you cast. 
  • Fate’s Grasp: treat the result as a 10, and (if a 10 doesn’t miss) roll a d20 to cast Fall or Rise. 
  • Fall: treat the result as a 10, and inflict an additional -1 guard.
  • Rise: treat the result as a 10, and the foe rises an additional 1 height (2 altogether) on a success. 
Lore SynergyThe Hand lore yields additional benefits for wearing this implement. 
Dark Magic SynergySorcerers who know Dark Magic can roll the gauntlets’ charge die as an advantage die along with their Focus die when casting these three spells. But if the charge die comes up as a 1, the gauntlets lose charge—regardless of the Focus die’s result. 
Light Magic DampeningIf you're a Light Sorcerer, wearing the gauntlets imposes a -2 penalty when you Focus Light Magic. The gauntlets' gems interfere with your ability to manipulate the World Crystal with precision.

         4𐤑     Hypercube

Crystal Dark Charge d6 This translucent cube is the size of your palm. As an action, roll the cube's charge die, a d6, to enfold a protective space  around you and your allies: you cast the Tesseract dark magic spell. See the Topology ability in the Sorcerer: Dark Magic section for how this spell works. On a 1, you enfold space so time doesn't pass faster within. You spend an hour in the tesseract, not a minute, and can benefit from a rest.

         4𐤑     Kotharian Staff

Crystal Light Charge d8 Stow Back Guard +2 DR 2 This spindly bronze-and-silver staff can be used as an armament like a normal staff, but its primary use is to cast the Blue Spear Light Sorcerer spell. To cast this spell, you must first take an action to gather the staff’s energy (no roll required). You can also do this as part of the Stand fast brace action while you hold the staff. If you block an attack with the staff, however, its energy dissipates and you must gather it again. Roll d8 on your following turn to cast Blue Spear with the energy you’ve gathered. This roll replaces the spell’s Focus die for its ranged attack roll. The spell doesn’t expend focus when cast through the staff. See the Light of the Blue Moon ability in the Sorcerer: Light Magic section for how this spell works.  On a 1, treat the result as a 10, and roll 4d4 for the spell’s explosion instead of 3d4.
Light Magic SynergyIf you’re a Light Sorcerer,  you can Focus Light Magic while you hold the charged Kotharian staff—and benefit from its +2 Guard bonus. You can cast Path of Light, Golden Arrow and—if you know it—Blue Spear while wielding the staff, using your own focus rather than the staff's charge die. However, you can't cast other spells while wielding the staff. 

         4𐤑     Mageblade

Crystal Light Charge d6 Stow Leg Guard - DR 8 This starmetal dagger is enchanted by Gray Magic to obey its holder's commands. When activated, it acts as an independent allied character.Roll d6 to activate the mageblade and command it to either attack a foe (use the result as a melee attack) or float to a new location. The blade has 6 Guard. If struck by an attack that exceeds its guard, the blade loses its charge and falls to the ground, inert. On a 1—or at any point you choose after activating the mageblade—make a Compel roll and use that as the mageblade’s attack instead. After this point, despite losing its charge, you can continue commanding the blade to float or attack on subsequent turns, rolling d6 with compel advantage—but you must take -1 awareness each time. The blade becomes inert if you don’t take -1 awareness to command it.

         4𐤑     Pale Robe

Crystal Light Charge d8 You can pull this gossamer, translucent robe over yourself and activate it to become invisible. Make a Hide roll, then roll the robe's charge die, a d8, and add it to the result. You don’t need cover to hide this way. On a 1, treat the roll as a 10.

         4𐤑     Repulsion Amulet

Crystal Light Charge d8 While you wear this starmetal pendant, roll its charge die, a d8, each time you're attacked with a weapon or projectile containing metal. Subtract the result from the incoming attack roll. On a 1, the attack simply misses. If you wield metal arms or wear metal armor while using the Amulet, you suffer a -2 penalty on all Attack, Brace, and Maneuver rolls. If you know Gray Magic and cast Repel, the amulet's charge die works like an advantage die for your spell, but still loses charge if you roll a 1 with it. 

Crystal Arrays

         1𐤑     Dark Crystal Array

Recharge a dark magic device:
  • Dark Parasol
  • Black Gauntlets
  • Hypercube

         1𐤑     Light Crystal Array

Recharge a light magic device: 
  • Finding Faience
  • Life Shells
  • Scintillating Sphere
  • Speaking Rings
  • Timepassing Board
  • Kotharian Staff
  • Mageblade
  • Pale Cloak
  • Repulsion Amulet