Arcane Items are magical items that specifically assist with the function of casting spells. In
Arcana, unlike shamans or other magic users, mages usually use spells and do not need to depend or wield any tools to be able to use Arcana. Nonetheless mages have created a range of arcane items which aid in spell casting or even allow for the storage of spells. Most arcane items are created by talented higher level mages, however there are some rare items which occur naturally and cannot be created by mages.
Meditation Aids:
Blue Ari Fungus [Common]
Found in forests during winter, this fungus looks like a flat dark blue mushroom. It grows on the bark of a tree close to the roots, when it is covered by snow. The fungus has a bitter taste if eaten raw and aids the mage in Meditation for three candlemarks after its consumption. If eaten cooked, the fungus no longer has a bitter taste, however its effect decreases by at least a half. Constant use brings side effects such as fatigue and slow reaction.
Orod’s Cress [Common]
Growing in patches on the water surface, the Orod’s Cress looks like soft green legume. Ground and dried, a tea brewed from Orod’s Cress sharpens the mind and focuses mental acuity, thus aiding in Meditation for a couple of candlemarks. Constant use brings side effects such as fatigue and slow reaction.
Soothing Drinks, Scents and Foods [Common]
Mages have found that there are many things that help them during the process of Meditation. Those include relaxing drinks, alcohol or herbal tea, various scents such as incense and certain mind relaxing meals. However, not all mages are affected in the same way and some might even find alcohol or incense to be a distraction.
Arcane Amulets:
Imbuements: [Fairly Common]
Imbuements are created by Adepts and higher level mages. Any object imbued with a spell or power is considered an Arcane Amulet. Most imbuements are stored in gems and applied on jewelry such as rings or necklaces, whereas some are inserted in armour or swords. Items themselves, such as a whole cup, being imbuements is not uncommon either. Imbuements contain a finite number of charges of a certain spell, which can be activated by an Apprentice or higher level mage. However if the imbuement contains only a single spell then it can be broken to release it in the same way that an Apprentice would Activate it.
Enchantments: [Rare]
Enchantments are created only by Masters and Archmages, thus they are hard to get and their price usually is very high if the mage agrees to sell them. Enchantments, unlike Imbuements, can draw on infinite power and thus restore spells once they are used up. However, the enchantment contains only the number of spells that the mage who made it could cast. So a Master made enchantment normally contains 3 Master spells or 9 Adept spells or many lower level spells. The amulet's power restores itself at the same speed as a mage’s Vis does. There are two types of enchantments, those which require activation and those which take effect all the time.
Command Activated Amulets [Very Rare]
Imbuements or Enchantments which can be activated without the Apprentice level technique Activate, but through a certain motion, voice, word or other such thing are called Command Activated Amulets. They are very rare, for only a few mages know how to make these and they usually guard their secrets, raising the price for their Amulets that way.
Sceptres [Rare]
Originally the symbols of rulership for sovereigns and nobles, sceptres can be found as relics of the magocracies, the age of when mages ruled over mankind. Arcane Sceptres have a variety of unique effects that are often permanent, derived from an ongoing arcane reaction within their enchanted jewels and imbued rods. Sceptres are nothing more than imbuements or enchantments, however they are distinguished by specific spells which aid in ruling, such as enhance charisma or wisdom, as well as boost focus and mental prowess.
Arcane Tools:
Talismans [Very Rare]
Some objects that are imbued with a permanent source of infinite energy are almost always naturally occurring. These objects, known as Talismans, come in a variety of shapes and sizes - from orbs and baubles, to statues and runic carvings. Talismans have a unique source of unlimited energy that may be drawn from for the purposes of spellcrafting. These sources of energy vary and often display their own unique characteristics.
Tritalismans [Very Rare]
Created by mages before the Aetherfracture through a forgotten process, these tools are containers of energy, which could be taken out of them and used in spell casting. However, after the Aethergem Fracture, Tritalismans became useless. It is believed though that they can contain infinite energy. Usually they appear as crystals or as crystals added on certain objects. Many mages have tried to find a way to create items with such power with the use of current Arcanomechanics.
Staff of Arcana [Uncommon]
Created by Adept mages out of enchanted wood through a long and dangerous arcane ritual, these staves each have their own appearance and characteristics unique to those of the creator. When completed the Staff is impossible to physically destroy and can be summoned by the mage at will from any location. The Staff of Arcana gives instant Clara to its creator and furthermore cannot be used by mages other than the one who created it. The staff is usually also used as an effective melee weapon as it cannot be destroyed and is easy to learn to wield.
Wands [Common]
Constructed by Adept mages by imbuing unshaped Essence into a tool the shape of a rod, these devices allow mages to direct the flow of energy throughout their body and control their thoughts easier when held. The added concentration allows easier Meditation, thus an Initiate can usually reach Clara in 5 minutes rather than 10 while wielding a Wand. In addition to this the tool allows to shape complicated or high level spells easier, with a greater chance of success. As such most Initiates and Apprentices use this tool to ease the process of Spell Casting, indulging in easier and faster Meditation as well as more successful and stable Spell Shaping.
Circlet of Arcana [Rare]
Created only by Hedgemages this tools allows them to merge two different essences to create unique spells, which could never be achieved by one-sphere mages. It is constructed through a time tasking and dangerous ritual and can be used only by Hedgemages. The Circlet is usually worn on the head of the mage and much like the staff has a varied appearance dependant on the creator.
Arcane Objects:
Blue Diamond [Very Rare]
A blue diamond with a signe, which when correctly applied by a skilled jeweller allows the mage to learn a second sphere a level lower than his primary one. Such mages usually aren’t referred to as Hedgemages and the limits of hedgemagery don’t apply to them. Throughout history only a few mages are known to posses such an item and reach both spheres to high levels.
Soulstone [Very Rare]
Found in the depths of Aslan Forge, this unique crystal has the properties to strip a mage of his sphere no matter the level. After that the mage can relearn all that he lost or take a completely new sphere all to the highest level again. The Soulstone can also be used for different purposes and different rituals, one of which is the infamous Khazer-Druei creation. Some believe that soulstones are a manifestation of the Material Plane's resistance to arcana.
Enchanted Wood [Rare]
Found in the
Enchanted Glades of Aelyria, this wood can only be acquired by a mage, usually for the
Staff of Arcana creation ritual. The mage needs to Unbind the wood from a tree as merely harvested wood doesn't have the desired effect. The Enchanted Wood doesn't have many more uses apart from being the Staff's creation material.
Signe Gems [Rare to Ultra Rare]
There are quite a few gems which have magical properties, such as boosting resistance to the elements of Fire, Water, Earth and Air. Some of these gems have purely Arcana related properties. The most famous and one of the rarest such gems is the Blue Diamond. Only extremely skilled jewelcrafters are capable of bringing out the properties of a Signe Gem for another person's use.
Arcane Reagents:
Essence Reagents [Very Rare]
Used and required only for very powerful spells. When a spell attempts to control the very flow of life, either to cheat death or to welcome it, a powerful reagent is required for the completion of the spell. The Essence Reagents are extremely rare and nearly impossible to obtain, involving the death of its originator. There are four known reagents which can be used for this purpose.
- Feathered wings of an Ancient Aelyrian.
- Talons of a Cyraxian taken from the corpse of this fallen demonic winged creature.
- The Horn of a Dragon - removed at death of a dragon of any age or size.
- Vampire Dust and Ashes - taken from a slain Vampire.
Planar Reagents [Rare]
Spells that involve the piercing of this reality into the plane of an alternate existence require the use of a Planar Reagents, which are naturally occurring within this world at a highly uncommon rate. There are three known reagents used for this purpose.
- Eye of Eternity - Occasionally, a star from the heavens sends a fragment of its core colliding into Telath. Such an item is known as an Eye of Eternity, and can be used to construct a stable Archway by Sorcerers.
- Stone of Kalendryas - A pure white crystal found very rarely in the depths of mines, possessing an inordinate amount of temporal power. Used for travel through Time by Mystics.
- Tear of Ioannes - Glowing crystalline gems found in the deep ocean floor are procured by daring fishermen and skilled sailors, and sold for a hefty fortune. Used for travel to the Celestial or Infernal Planes.