Arcane Focus

Arcane Focus

Arcane Focus

This scintillating Orb feels warm to the touch, and produces charges of multi-colored light as it is handled. When you roll 9 or less on a Cast a Spell move while holding the Orb, you can attempt to invoke its power to salvage the spell. Give the Orb +1 Stress, and then roll +Stress. On a 10+, the Orb releases its Stress in a magical burst, and the GM will describe what happens. On a 9 or lower, you can roll you Cast a Spell move again. The Orb’s Stress resets to 0 naturally when you sleep for the night. 1 Weight, Dangerous.

9 thoughts on “Arcane Focus”

  1. Alfred Rudzki I would guess a 6- would be a normal GM move. Many people, myself included, prefer items and moves not tie a GM’s hands by specifying a 6- outcome

  2. Oh, sure, I get that, but that feels suuuuuuper weak sauce if you’re making a custom move. It feels like “you really can’t think of an interesting and unique way this could go wrong?” Obviously feelings vary, but i hardly consider “making a custom move memorable by giving it unique fallout” to be tying my hands 🙂

  3. And that’s cool. Just pointing out that there are a lot of GM’s (and people with a lot more experience with the system than me) that prefer a 6- isn’t given. Now, if the 6- details are in addition to the normal GM moves, sure that’s fine, but in most cases they replace the GM move so always having the orb explode with a 6- gets boring. If they want to give some suggestions on moves for a 6- that’s one thing, but to write on a 6- X happens I don’t like. So, I suspect we’re not that differing of opinion, just on how it is written (a paragraph offering some GM move suggestions is different than stating this is what will happen)

  4. That’s a really cool start.

    1)When you use the sphere you’re actually rolling three times the dices. I would advice you to reduce the rolling. Maybe when you toll 9- and, then you roll for the sphere, it counts as a 10+.

    (so you roll 2 times)

    Or maybe: when you’re using the Orb, and you should roll for the Cast a spell move, consider it as a 10+, the sphere takes +1 stress and roll…

    (so you roll once).

    2) As far as i understand, the move of the sphere is a “roll low one”. I would specify it, and ass a 7-9 result, like:

    6-: nothing happens other than the result of your magic roll.

    7-9: choose: take +1 stress or your enchantement is somehow too powerful.

    10+: the orb release its stress. Bat things happens.

    If you prefer, you can choose to reverse it in a roll high move: the sphere start with 2 stability, and at each time, you get -1 stability (you can go negative).

  5. Thanks for all of the feedback. After considering all of this I am thinking of this more simplified approach:

    This scintillating Orb feels warm to the touch, and produces charges of multi-colored light as it is handled.

    * When you Prepare Spells while possessing the Orb, count your Level as 1 greater than it is.

    * When you Cast a Spell while holding the Orb, you can draw on its power to take +1 forward. When you do, the Orb takes +1 Stress. After you resolve the spell, roll +Stress. On a 10+, the Orb releases its Stress in a burst of magical energy, and the GM will describe what happens. The Orb resets its Stress back to 0 naturally while you sleep.

  6. I like that version a lot more than your original. I also think adding the higher level when preparing was a good choice. I often find myself giving wizard and cleric PCs items that open up their spell choices to give them some flexibility. I think I would run the item like this:

    This scintillating Orb feels warm to the touch, and produces charges of multi-colored light as it is handled.

    * When you Prepare Spells while possessing the Orb, count your Level as 1 greater than it is.

    * When you Cast a Spell while holding the Orb, you can draw on its power to take +1 forward. If you do, and your Cast a Spell is a 10+, the Orb takes 2 Stress as its magic fuels your spell. If you roll a 7-9, the Orb takes 1 Stress and you choose an option from the 7-9 list as normal or you can choose not to pick from the list and the Orb will instead take 2 Stress. On a 6-, the Orb takes 1 Stress in addition to whatever the GM says. After you resolve the spell, if the Orb’s Stress is greater than 2 it releases its Stress in a burst of magical energy, and the GM will describe what happens.

    *If you possess the Empowered Magic or Greater Empowered Magic moves, on a 10+ you may cause the Orb to take 1 Stress instead of choosing from the 7-9 list to gain its effects.

    The Orb resets its Stress back to 0 after you have slept.

    Thats just how I’d probably run it. Not saying you should do it that way or anything. I could probably fiddle with the text a bit to make it shorter or more precise in its wording.

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