Artificer

ARTIFICER (3 CP)

(MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Artificer is a character who has honed their ability to change, augment, and alter the inherent properties of things to improve them beyond their normal capacities. They produce Sigils (trapping power in a symbol for use later), Engrams (augmenting the memory to enhance spells), and Enhancements (altering an item to improve it’s properties or abilities). Artificers are also skilled at modifying, empowering, and refreshing Magic Items and Signature Items. NOTE: Recipes DO NOT count as Artificer skills.

FREE SKILL

Apprentice Artificer (0 CP) You can create up to 3 Artificer Items for which you have the recipe in between events, per the Artificer Creation rules. You can create 3 Artificer Items per game event day.
  • Your base maximum Quintessence is 20, but can be modified by skills below.
  • You can use Apprentice level recipes.
  • You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. If you have access to a recipe not on the website (say from another Artificer...), you must get Staff approval before putting that recipe in your Recipe Book.

ARTIFICER SKILLS

Journeyman Artificer (5 CP) Requires Apprentice Artificer, Tier 2. You can use Journeyman level Artificer recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Artificer (5 CP) Requires Journeyman Artificer, Tier 3. You can use Master level Artificer recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Artificer. You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Refresh Energy (3, 3, 3 CP; 2 Stamina; Watch) Requires Attunement to at least 1 magic item. You can touch a magic item and call, “Refresh Daily, or Watch Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can use this skill 1/battle, but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a magic item. An item may not benefit from this more than 1/Event.
Improved Attunement (3, 3, 3 CP) You may attune one additional Magic Item to you, for a total of 4. 2nd Purchase: Requires Tier 2. You may attune one additional Magic Item to you, for a total of 4. 3rd Purchase: Requires Tier 3. You may attune one additional Magic Item to you, for a total of 5. Morphic Transformation (2, 2, 3, 3, 3 CP; 2 Stamina) You temporarily change the inherent properties of a weapon. When you purchase the first rank of this skill, choose one Trait: Acid, Crystal, Silver, Cold Iron, Thorn, or Force. In this skill description, you replace [Y] With the Trait you picked from this list. You must make a tag that reads: “Imbue by Artificer: Grant Attack: The next two UNCALLED attacks gain the “By [Y]” trait.” This has no effect on attacks that already have a Trait. An uncalled damage attack becomes “1 By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 2nd Purchase: “Imbue by Artificer: Grant Attack: The next two UNTYPED Damage attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 3rd Purchase:“Imbue by Artificer: Grant Attack: The next two UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage and Agony” becomes “X and Agony By [Y],” but “3 and Agony by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 4th Purchase: “Imbue by Artificer: Grant Attack: All UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason.”
  • 5th Purchase: “Attach this tag to a weapon immediately before using it. If the tag is not attached, the Enhancement will not work. Imbue by Artificer: Grant Attack: All attacks ADD the “By [Y]” trait at the end of their verbal. So “X Damage” becomes “X By [Y],” and “3 by Fire” becomes “3 by Fire and [Y]”. This effect ends when you rest for any reason.”
Additional Transformations (3, 3, 3, CP) Choose another Trait from the list in the Morphic Transformation list. You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Elemental Transformation (4, 4, 4 CP) You can choose one Trait from the Elemental Traits list (Air, Earth, Fire, Water, Lightning, Cold, Ice). You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Empowered Artificer (4, 4, 4 CP; 1 Stamina) Requires 4 skills from this header. When using an Artificer on an item, you may call “Imbue by Artificer,” to add “Double...” before 1 Defense call (Shield, Resist, Parry, Dodge, etc). This has no effect on an item that already has the Double or Triple modifier. This skill can only be used on an item that affects you personally. ▪ 2nd Purchase: You can use this skill for items that have an attack effect. ▪ 3rd Purchase: This skill can be used on items that affect another character. Efficient Artificer (3, 3, 5, 5 CP) The Artificer is capable of making items faster than normal. The Artificer can now make up to 6 items per game day. ▪ 2nd Purchase: Requires Journeyman Artificer. You can make up to 9 items per game day. ▪ 3rd Purchase: You can make up to 12 items per game day. ▪ 4th Purchase: Requires Master Artificer. You can create up to 15 items per game day. Potent Artificer Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this Artificer Item is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Artificer Forge so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Power Focus (4, 4, 4 CP; 1 Stamina; Personal) Requires 6 skills from this header. When applying an Enhancement to weapon, you may call “Imbue by Artificer,” to add “Double…” before 1 attack call. This has no effect on an Enhancement that already has the Double or Triple modifier.
  • 2nd Purchase: When using a Sigil , you can add “Double…” to any 1 attack call.
  • 3rd Purchase: This skill no longer has the keyword “Personal”
Refresh Signature Item (3, 4, 5 CP; 2 Stamina Watch) Requires Attunement to at least 1 Signature item. You can touch a Signature item and call, “Refresh Battle Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can call “Refresh Battle by Artificer,” OR “Refresh “Watch by Artificer,”  but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a signature item, an item may not benefit from this more than 1/Event.
  Recycle (3 CP, Quintessence Special) You may spend 5 minutes of activity at an Artificer Forge to restore charges to a depleted permanent magic item at the cost of one permanent charge from the item. A three charged item would be reduced to two permanent charges and if this skill was used a second time on the item it would then have one charge remaining before being permanently depleted. The reduced charge total MUST be recorded on the item tag. This skill costs 3 Quintessence per charge of the item BEFORE it is recharged, so an item that originally had 3 charges would cost 9 Quintessence, even though it will end up with only 2 charges afterwards. This skill cannot be used on Signature Items or consumable items.   Refinement (3CP) Requires Master Artificer. You may refine any combination of two Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality into one unit of Tass.   Disassemble (3CP) Requires Master Artificer. You may disassemble a permanent magic item into one unit of Tass. This skill does not work on Signature Items or Relics. This cannot be used on consumables or items with limited charges. The item is permanently unusable for any in-game purpose afterwards.   Like New (5 CP, 5 Downtime) Requires Master Artificer, Recycle. Spend one Tass to renew a charged magic item with full charge, and a full expiration timer if any. This can only be used on a magic item once, ever.   Forge Item (5CP, 10 Downtime) Requires: Master Artificer, Like New. The artificer uses 3 Tass and 10 hours of downtime to create a magical item that includes the effects of 3 Recipes known and useable by the Artificer. Each Recipe must be paid for to be included. Each Recipe may be applied once per watch if Apprentice, once per day if Journeyman and once per event if Master. For each augmentation to a base recipe, increase the Downtime requirement by +1. The Death and Cure Death effects are not useable for this skill. Each recipe can only be used once per item.   In Another's Footsteps (5CP, 10 Downtime) Requires Master Artificer, Like New. The artificer uses three Tass and 10 hours of downtime to create a copy of a magic item. This will not duplicate Signature Items or Relics, nor will it duplicate items with the Death or Cure Death effects.  

ARTIFICER CRAFTING RULES

There are 3 types of Artificer Item:
  • Sigils (power stored in a symbol for release later, usually aggressive in nature)
  • Engrams (items that enhance spells as they are cast)
  • Enhancements (modifications to items that change their traits or properties)
Artificer Items can only be APPLIED to an item by an Artificer. This means the tags you create must be physically affixed to the item by you. Ribbons, strings, or rubber bands are recommended. Unless otherwise specified, Artificer Items can be activated and USED at any time, but they can only be applied to an item by an Artificer personally. A person actively engaged in combat cannot have their items augmented by an Artificer— you must be apart from any fighting by at least 10 feet. YOU are responsible for making sure the person who uses the Artificer Item knows how to use it properly. Please make sure the people using your items are educated on how to use them within the ruleset. An Apprentice Artificer is able to create 3 Artificer Items each day. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create an Artificer Item, you must have the recipe, skill appropriate to use the recipe, Quintessence available, and the recipe must have charges left. Recipes have charges, and each item made from a recipe will use a charge from that recipe. Once a recipe is out of charges, it cannot be used to create items that day. This represents the Artificer having limited physical components on hand to create with. Most Artificer Item are made using a variety of mundane ingredients that are readily available, though in limited quantities. They are converted to Artificer components at an Artificer Forge (see below). Any specific ingredients listed in the cost of a recipe are considered rare and limited, and must be found by the character before they can make that item. An Artificer starts an event with full Quintessence and fully charged recipes. To refill their Quintessence during an event, they must spend 1 gold per 10 points of Quintessence they wish to refill. Crafting Between Events An artificer can create items in between events. They can fill out a Crafting Worksheet and check in with items up the restrictions of their normal maximum per day and Quintessence. All items crafted in this manner still have to be signed off by Logistics. Item Duration Unless otherwise noted, Artificer Items will last for three (3) events before their potency fades. Artificers are the ONLY people capable of applying their items. An Artificer can apply another Artificer’s items. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty.

Artificer Forge

An Artificer Forge is required to perform actions in-game. It is an in-game prop that is the responsibility of the Artificer to build, maintain and support. The Artificer Forge is represented by a table or stand covered in tools and construction items, with enough space to write out Sigils, tags and make items. This area should be about about the size of a folding card table. More than one Artificer may use the same Forge, but all must contribute to the decoration of it. Due to the volatile nature of Artificer mixtures, the Forge cannot be moved once set up. Each Artificer Forge holds Quintessence-- collectively the raw materials needed to create Artificer Item. At Check-in, the Artificer will receive a tag with check-boxes for each Quintessence she has available. Each time a point is used, simply mark it on the tag. Each Artificer has an independent store of Quintessence and no other character may use this Quintessence, though they can share a forge. In a Nutshell: 1) Determine how much Quintessence you have available. 2a) Determine how many items you can check in with. --OR-- 2b) Determine how many items you want to craft In-Game. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Turn in required materials cost to Logistics (if applicable). Get Logistics to sign your tags. 6) PLAY!

ARTIFICER ITEMS

Sigils

Sigils are how an artificer harnesses a small amount of energy and stores it for release later. They are usually aggressive in nature, helping an artificer defeat his foes. Sigils are represented by at least HALF of an 8.5 x 11” sheet of paper. If you check in with Sigils created, you must provide the physreps for that Sigil. All Sigils must have the crafter’s Character name, when the item was crafted, and the Game effect written clearly on the paper. Logistics staff MUST sign the sigil before it can be used. Some Sigils require only a Tag to use. Tags created in this way must be of the standard format found on the Crafting Worksheet and Tags link. If you create sigils in-game, you must physically create the markings on the paper that represent the Sigil. All paper used to create sigils must be coolthentic in nature (no plain white or fluorescent paper, please.) Resume paper or tea/coffee-staining regular paper are great ideas to start with. Creating a Sigil requires at least 60 seconds of activity time per sigil, spent creating the diagram that represents the Sigil. Once you have finished creating the sigil, you must pay the materials cost to Logistics (at the tavern) and have them sign the tag before it can be used. All sigils created during an event must be scribed in-game at an Artificer Forge.

Engrams

Engrams are mysterious mini-rituals that alter a spellcaster’s mind briefly to augment a spell as it is being cast. Creating engrams and their physreps follow all the same rules as Sigils. All Engrams require the incantation for a spell to be lengthened, and provide the specific words that must be added to an incantation for the engram to take effect. The additional incantation requirement to use an engram must follow all Spellcasting rules as normal. The engram wording is added to the end of an incantation as if it is part of the incantation itself, before the spell’s OOG verbal. Example: You (a spellcaster) are using the Level 2 version of Immolate from the Fire spell list. Your normal effect is a packet attack for “3 Damage by Fire.” The spell costs 2 Stamina to cast, so you have a 10-syllable incantation requirement. The standard incantation you use is, “I burn my enemy with the power of fire!” (Boring, but functional.) You want to use the Intensifying Engram. Your total verbal becomes, “I burn my enemy with the power of fire, ecce meo potentissimo, 4 Damage by Fire!”

Enhancements

When an artificer alters an item that does not harness energy (like sigils) or alter a spell (engrams), the result is referred to as an Enhancement. This is something of a catch-all category that many other artificer recipes fall into. Enhancement tags will usually say specifically what the required tag must say on it. Otherwise they follow all of the Artificer Item crafting rules as normal. Remember, only an Artificer can apply Artificer Items, but anyone can use them. It’s your responsibility as the crafter to make sure the character using your item understand how to use it properly.

Artificer Recipes

The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Artificers. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Apprentice Recipes

  • (4 Charges each)
Cold Iron Dart (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Fey by Artificer” Lesser Death to Undeath (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Undead by Artificer” Warded Arms (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to Disarm by Artificer” vs the next Destroy effect that hits this item. Lesser Warded Armor  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this Armor. Ward Vs Maim (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call “Reduce to Slow” against the next Maim that affects you.  This Slow may not be prevented, cured, or negated. It must be removed by rest. Lesser Echoed Attack  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per battle ability. You must rest for 5 minutes before being the target of this Enhancement again from any source. Stanch the Flow (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. When you next fall Unstable, your bleed out count is 2 minutes. This Enhancement must be used BEFORE you fall Unstable, and once applied, if not used it expires at the end of the current Watch. Redirect Force (7 quintessence, Enhancement) Tag: Tear this tag in half after it is used. You call “Reflect by Artificer!” against the next Repel you are the target of. Healing Augment (5 Quintessence, Engram) Add “Ego amare manducare comedes testiculis” to the verbal and add +1 Vitality to the next Heal effect you produce. Enhance Lightning (5 quintessence, Engram) Add “Ego amare sugere fulgur gallus” to the verbal and add +1 damage  to a Lightning or Thunder spell. Call of Lightning (5 quintessence, Engram) Add “Hoc modo fac dextera fulminibus” to replace the trait of a Damage spell with Lightning or Thunder. Enhance Acid (5 Quintessence, Engram) Add “I amare taurus impetu stercore” to the verbal and add +1 damage  to an Acid spell. Call of Acid (5 quintessence, Engram) Add “Hoc modo fac dextera acidum” to replace the trait of a Damage spell with Acid. Enhance Cold (5 Quintessence, Engram) Add “Contra Ego quantum Nobis frigus” to the verbal and add +1 damage  to a Cold or Ice spell. Call of Cold (5 quintessence, Engram) Add “Hoc modo fac dextera frigidum” to replace the trait of a Damage spell with Cold or Ice. Enhance Fire (5 Quintessence, Engram) Add “Ego amare magni globi ignis” to the verbal and add +1 damage  to a Fire or Heat spell. Call of Fire (5 quintessence, Engram) Add “Hoc modo fac dextera Ignis” to replace the trait of a Damage spell with Fire or Heat. Guardian Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Shield by Enhancement” against the next Weapon attack that hits you. Warding Shield Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Resist by Enhancement” against the next packet attack that hits this shield. Pain Engram (5 Quintessence) You add, “and Agony” to the verbal of any 1 spell you cast. You add, “addere effectus agonia carmini,” to the end of your incantation, before the effect verbal. Intensifying Engram (10 Quintessence) You increase the numerical value of the next spell you cast by 1. This applies only to the Damage, Waste, Healing, or Repair effects. You add, “crescere vim de isto carmine” to the incantation, before the effect verbal. Sigil of Forceful Rebuke (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 3, even if the triggering attack is greater. Crystal Snowflake Sigil (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “3 Damage by Crystal.”  

Journeyman Recipes

Cold Iron Spike (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks for “3 and Drain to Fey by Artificer” Doom to Undeath (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks  for “3 and Slam to Undead by Artificer” Improved Warded Armor (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this item. Ward Vs Paralysis (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Paralyze or Stun effect you take to Root, this Root may not be cured or removed; it must be removed by rest. Greater Echoed Attack (10 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. Refresh one expended per watch ability. You may not Refresh any other per Watch abilities until the beginning of the next Watch. Crystal Snowflake Flurry (10 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make 3 packet attacks for, “3 Damage by Crystal.” Greater Sigil of Forceful Rebuke (10 Quintessence) Tag: Tear this tag in half after it is used. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 6, even if the triggering attack is greater. No secondary effects are transferred, only Damage. So if you are hit with a “5 and Agony by Fire,” you only call “By My Gesture, 5 by Force.” Greater Intensifying Engram (20 Quintessence, Engram) You increase the numerical value of the next spell you cast by 2. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Videte, meo est fortis dextera iniquitatis” to the incantation, before the effect verbal. Mending Force (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Touch an item, and call “Repair by Artificer.” If you are using it to Repair Armor points, call, “Repair 2 by Artificer.” Redirect Force  (15 quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reflect by Artificer!” against the next Slam that affects you. Greater Healing Augment (10 Quintessence, Engram) Add “bos comedes testiculis est scriptor” to the verbal and add +2 Vitality to the next Heal effect you produce. Greater Enhance Lightning (10 Quintessence, Engram) Add “ubera mea mentula magna fulguris gallus” to the verbal and add +2 damage and change the Trait of a spell to Lightning or Thunder. Greater Enhance Acid (10 Quintessence, Engram) Add “magnum bovis stercore potens impetum” to the verbal and add +2 damage and change the Trait of a spell to Acid. Greater Enhance Cold (10 Quintessence, Engram) Add “levis elementi impetum frigus” to the verbal and add +2 damage and change the Trait of a spell to Cold or Ice. Greater Enhance Fire (10 Quintessence, Engram) Add “mala multa et magna sphaera ignis” to the verbal and add +2 damage and change the Trait of a spell to Heat or Fire.

Master Recipes

Cold Iron Cloud (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call “By My Voice 6 and Short Drain to Fey by Artificer.”   Undeath to Death (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call, “By My Gesture 6 and Slam to Undead by Artificer.”   Universal Component (20 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. You may enhance a small stone to be any power component used in crafting, this may not include Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality. Only one Universal Component can be used in a recipe. Masterful Warded Armor (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Resist by Artificer” vs the next Destroy effect that hits this armor.   Ward Vs Death (30 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Death effect you take to Drain, this Drain may not be cured or removed; it must be removed by rest. This cannot be used when bleeding out, only against an external Death effect.   Masterful Echoed Attack (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per Day skill. You cannot Refresh any per day skills for 24 hours.   Crystal Snowflake Blizzard (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “10 Damage by Crystal.”   Master Sigil of Forceful Rebuke 3 (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “Resist and By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil.   Masterful Intensifying Engram (30 Quintessence) You increase the numerical value of the next spell you cast by 3. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Ecce , meus, impii frigus incantatores vobis imprimitur” to the incantation, before the effect verbal.   Masterful Healing Augment (20 quintessence, Engram) Add “et flammeum testiculi simile vitulo manducare” to the verbal and add +2 Vitality to the next Heal effect you produce.   Masterful Enhance Lightning (20 quintessence, Engram) Add “meam, fulminis ingens coc nutrientibus placet mihi gallus” to the verbal and add +3 damage and change the Trait of a spell to Lightning or Thunder.   Masterful Enhance Acid (20 Quintessence, Engram) Add “contra potens malum est magnum bovis stercore” to the verbal and add +3 damage and change the Trait of a spell to Acid.   Masterful Enhance Cold (20 Quintessence, Engram) Add “terribilis est frigidum in elementis celerem impetum” to the verbal and add +3 damage and change the Trait of a spell to Cold or Ice.   Masterful Enhance Fire (20 Quintessence, Engram) Add “mala multa et magna sphaera caloris ignis gallus” to the verbal and add +3 damage and change the Trait of a spell to Heat or Fire.   Enhance Stamina (20 Quintessence, Enhancement, Diamond Root) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.   Dragon Skin (30 Quintessence, Enhancement, Dragon’s Tooth) You call, “No Effect” against any effect with the Fire or Heat traits, and gain 5 Protection each time you are hit with a Fire or Heat attack. This lasts until the end of the Watch.   Bezerk Dust (30 Quintessence, Enhancement, Iocaine Powder) You call “Resist and Frenzy to Self by Artificer!” every time you take a Death effect. This lasts until the end of the Watch.   Enhance Vitality (30 Quintessence, Enhancement, Essence of Vitality) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.