Engrave Artifice
Engrave Artifice
A Magic Move. Requires known Glyphs and exotic materials.
When you dedicate safe downtime and materials to carve a spell matrix into a physical object, tell the GM the intended effect and roll +Finesse or +Calculation.
- 10+: Flawless geometry. The item holds the matrix securely; anyone who holds it can trigger the spell once with no casting roll required.
- 7-9: The matrix is volatile. It works, but choose a flaw: its activation requires a painful blood toll (user takes 1-Wound), it shatters violently upon use causing collateral, or the effect is dangerously exaggerated.
- 6-: The geometry violently rejects the medium. The materials ignite or shatter, you suffer spiritual feedback (take 1-Wound), and the GM makes a Hard Move.
Usage: Once crafted, firing an Artifice item ignores your Calculation limit, activates instantly, and requires no 2d6 casting roll. However, because pushing raw ambient mana through a physical object is fiercely inefficient, activating an Artifice item forcefully ticks 2 boxes on the user's Mana Track, regardless of the spell's actual scale.