Enchanting
Most enchantments can only be applied to certain items (weapons, armor, accessories, etc.) and are organized as such.
Learning enchantments
Enchantments can be learned from books or teachers just like spells.
Enchantments can also be learned from enchanted items.
Learning an enchantment from an enchanted item requires an enchanting kit with a maximum CL equal to the CL of the enchantment on the item.
You must succeed an SR 18 Intellect roll to learn one of the enchantments on the item.
The SR increases by 1 for each failure and resets after the character sleeps for at least 6 hours.
After 3 failures on the same item it becomes inert for 1 day and the enchantments cannot be learned or used during this time.
After 6 failures on the same item one of the enchantments becomes a broken version (if one exists) and the enchantment is learned.
Once you know an enchantment you can place it at any CL
Enchanting an item
To apply an enchantment you must first know the enchantment, have a personal magic CL equal to the CL of the enchantment, a powerful enough enchanting kit, and have the necessary gem powders to infuse it into the item.
When enchanting you must make an SR 6 personal magic roll. On success the enchant takes hold. On failure one powdered gem is consumed and the enchanting does not progress.
The SR increases by 1 per CL of the enchantment.
On a critical success 1 powder of each time used in the enchanting is refunded and the enchantment is 50% more powerful. If the enchantment cannot be made more powerful 2 powders of each time used in the enchanting are refunded instead.
The value of an item is increased equal to the combined value of all gem dust used +10%.
If the weapon does not have an AP value Treat the weapon as if it requires 100% of the user's AP rounded up to the nearest 10.
Without perks, only one enchantment can be placed on an item. With perks and other benefits an item can hold up to 3 enchantments.
Material requirements
All enchantments require one powdered gem per CL.
CL 4 and higher enchantments require an additional powdered excellent gem per 3 CL
CL 8 or higher enchantments require an additional powdered perfect gem.
The amount of each powder type required is increased by 1 per enchantment already on the item.
Cost of Enchanting
If you want something enchanted you have to pay for the materials and time of the enchanter.
The cost of the materials is included in the cost of the enchantment.
The cost increases by 20% for each additional enchantment on the same item.
Activating a Gem
Any non-damaged gem can be magically activated by a skilled enchanter.
Activating a gem requires an enchanting kit, knowledge of the right enchantments, a high enough CL, and a gem to be activated.
A gem can produce a pure form of an element, or a variant (Such as producing alcohol instead of water).
Using multiple activated gems can produce a large variety of materials, such as a water and an earth gem can be designed to work together to produce beer or a Healing gem and a Water gem can work together to produce healing potions.
Combining elements does not ensure the *quality* of the resulting mixture, and as a result only ever makes the weakest or cheapest of goods.
When gems are activated, conditions must be set for them to produce material. The conditions can be as specific or vague as the enchanter wants but no gem can produce material if there is no room to do so and will not produce material if surrounded completely in its pure material (water gems still produce when in sea water, air gems produce while in smoke or steam, and so on.)
Glyph Enchanting
The Basics:
Glyph based enchanting has 2 core aspects.
Gems
Glyphs
Gems
In order to enchant a weapon, you need a way to empower the glyphs being used.
Perfect gems can be used to empower glyphs, enabling them to be used in enchantments.
Tiny gems can empower 1 glyph each, small gems empower 2 glyphs, medium gems empower 4 glyphs, large gems empower 6 glyphs, and huge gems empower 8 glyphs.
Glyphs
Glyphs grant the actual enchantments. Every weapon, armor, and jewelry can hold up to 16 glyphs of one type and cannot have more than 3 different types of glyphs (To a maximum of 48 glyphs).
Each type of glyph gives a unique enchantment that can reach up to 5x power
1 glyph gives the lowest bonus.
2, 4, 8, and 16 glyphs of the same type multiply the bonus by 2, 3, 4, and 5x.
Applying more than 16 of the same glyph has no effect and the bonus given does not change until the next glyph threshold is reached.
Use this table to determine enchantments and their final bonuses.
Number of Glyphs: 1 2 4 8 16
Enchantment Multiplier: 1x 2x 3x 4x 5x
Candle Enchantments
Ritual candles can be made by combining 4 candles with ritual paint, making 4 ritual candles with the same light effects as the candles used.
Ritual candles can be placed on top of an activated glyph, as long as the candle burns everyone in the light of the candle gains the listed bonus.
This does not consume the glyph, but does consume the magic in the glyph; requiring it to be activated again.
Glyphs
Weapons
Glyph of Acid
The weapon now deals additional acid damage equal to its AP cost.
This weapon also removes 1 Armor and 5 DR.
Glyph of Air
The weapon now deals additional air damage equal to its AP cost.
The target is knocked back 5 feet.
Glyph of Authority
The weapon drains 1 willpower from the target when dealing damage.
The user gains 1 willpower each time they deal damage.
Both of these cap at 2 willpower each rotation and last for 1 hour.
Glyph of Beasts
The weapon now deals additional damage equal to its AP cost.
This damage is doubled against animals.
Glyph of Blood
The weapon now deals additional damage equal to its AP cost.
The weapon gives 1 level of bleeding.
Glyph of Day
The weapon now deals additional damage equal to its AP cost during the day.
Glyph of Death
On hit, the target gains the doomed status.
This can be used once per day and does not affect targets that are already doomed.
Glyph of Disease
The weapon now deals additional disease damage equal to its AP cost.
The weapon gives 1 level of diseased.
Glyph of Earth
The weapon now deals additional earth damage equal to its AP cost.
The weapon ignores 1 Armor and 5 DR.
Glyph of Electricity
The weapon now deals additional electric damage equal to its AP cost.
The weapon gives 1 level of stunned.
Glyph of Fire
The weapon now deals additional fire damage equal to its AP cost.
The weapon gives 1 level of burned.
Glyph of Healing
Anytime the weapon deals damage, the user is healed equal to ½ of the weapons AP cost.
Glyph of Ice
The weapon now deals additional ice damage equal to its AP cost.
The weapon gives 1 level of fragile.
Glyph of Life
The wielder of this weapon gains 5 additional health per point of fortitude they have.
Glyph of Magic
The weapon now deals additional magic damage equal to its AP cost.
The target gains 1 level of aetherealized.
If the target has 10 or more levels of aetherealized, they gain the aether fire status.
Glyph of Nature
The weapon now deals non-lethal damage to natural creatures.
The weapon now deals additional non-lethal damage to natural creatures equal to its AP cost.
Glyph of Night
At night, the weapon now deals additional damage equal to 2x its AP cost.
Glyph of Obedience
As a full action, the wielder of this weapon can attempt to force a target to take 1 action of their choice.
The wielder must roll intellect vs the target’s willpower.
This can be used once per day.
Additional glyphs allow this to be used more times per day.
Glyph of Perseverance
Each time the wielder of this kills an enemy, they gain +1 to their death save rolls (up to +2) for 24 hours.
Glyph of Poison
The weapon now deals additional poison damage equal to its AP cost.
The weapon also gives 1 level of poisoned.
Glyph of Power
Requires 16 glyphs:
All glyph enchantments on this weapon have their multiplier increased by 2.
Glyph of Purification
The weapon now deals additional damage to monstrosities equal to 2x its AP cost.
The weapon now deals additional damage to magic creatures equal to its AP cost.
The weapon has +1 to hit monstrosities.
If the weapon has glyphs of Zix’Muro this applies to undead as well.
If the weapon has glyphs of dragon this applies to dragons and ravagers as well.
If the weapon has glyphs of beasts this applies to beasts as well.
Glyph of Sonic
The weapon now deals additional sonic damage equal to its AP cost.
All sonic damage dealt by this weapon ignores DR and is dealt even if the attack would miss.
Glyph of Soul
This weapon has -1CT vs undead.
This ignores the CT14 minimum.
Glyph of Spirit
On a critical hit vs undead, the weapon now deals additional damage equal to 2x its AP cost.
Glyph of Storms
Enchantments on this weapon deal damage to an additional target within 10 ft() of the initial target.
Additional glyphs of storms increase the number of targets and the range the enchantments can jump.
Glyph of Strength
The weapon deals additional damage equal to its AP cost and ignores 15 DR.
Glyph of the Djinn
On a critical hit, this weapon deals additional aether damage equal to 3x its AP cost to all enemies within 5 ft() of the target.
Glyph of the Dragon
Dragon Dash:
The wielder of this weapon can spend a full action to dash in a 15 foot line. All enemies adjacent to the line take damage equal to the character’s level plus the AP cost of this weapon.
This can be used once per day.
Placing additional glyphs of the dragon on this weapon only increases the damage of this ability.
Glyph of the King
This requires 16 glyphs of the King to use.
After a successful attack, the wielder of this weapon can spend an additional full action to call down a smite on the target. This deals order damage equal to 10x the weapon’s AP cost.
If the attack is a critical success, this deals 4x damage.
Glyph of the Kraken
The wielder of this weapon gains +1 to all grapple rolls.
Glyph of the Moon
This weapon gives 1 level of chilled per hit.
Glyph of the Queen
The smite ability from glyphs of the king deals 100 more order damage.
Glyph of the Sun
This weapon gives 1 level of burned per hit.
Glyph of the Tiger
As a swift action, the wielder of this weapon can leap 5 feet towards a target and strike once for no AP cost.
This attack has +1 to hit.
This can be used once per day.
Additional glyphs increase the range, hit chance, and number of uses per day.
Glyph of Unity
Requires 16 glyphs of unity to use.
All weapons carried by the wielder of this weapon that have 16 glyphs of unity share all non-damaging enchantments they have.
Glyph of Water
The weapon now deals additional water damage equal to its AP cost.
The weapon gives 1 level of drenched.
Glyph of Zix'Muro
Damage from this weapon ignores all elemental resistances, immunities, absorption, and empower traits.
Armor
Glyph of Acid
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs acid damage
Glyph of Air
Gain +2 Dodge
Gain +10 DR vs air damage
Glyph of Authority
Your willpower is increased by 1.
Glyph of Beasts
Beasts are passive towards you.
At 16 glyphs, beasts become friendly towards you.
This will not cause them to aid you in combat.
Glyph of Blood
Anytime you take bleed damage, gain bleeding, or gain hemorrhaging you are healed for 10 health.
You still gain the statuses and are not immune to damage from the statuses.
Glyph of Day
During the day you gain +1 dodge, +1 armor, and +10 DR.
Glyph of Death
Anytime you inflict a target with the doomed status, they immediately take 1 chaos damage.
More glyphs increase the number of times they take damage.
This does not stack when placed on multiple pieces of armor and instead gives +5 DR vs chaos damage.
Glyph of Disease
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs disease damage
Glyph of Earth
Gain +10 DR
Gain +10 DR vs earth damage
Glyph of Electricity
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs electric damage
Glyph of Fire
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs fire damage
Glyph of Healing
You are healed for 5 health at the start of your turn.
All healing applied to you is increased by 1.
Glyph of Ice
Gain +1 Armor
Gain +5 DR
Gain +10 DR vs ice damage
Glyph of Life
Your maximum health is increased by 5 and 1%.
Glyph of Magic
Gain +10 DR vs all elemental and arcane damage.
Anytime you take elemental or arcane damage, you gain 10 magic.
Glyph of Nature
8 glyphs: You are immune to the effects of underbrush.
16 glyphs: You are immune to the effects of thick underbrush and brush wights are friendly towards you.
Glyph of Night
During the night you gain +1 dodge, +1 armor, and +10 DR.
Glyph of Obedience
When using any ability that enforces your will onto another, you gain +1 to the roll.
Glyph of Perseverance
The wearer gains +1 when rolling their death saves.
This does not stack if multiple pieces of armor have it, instead they grant you +1 health when using effects such as the perks Diehard.
Glyph of Poison
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs poison damage
Glyph of Power
Requires 16 glyphs:
All glyph enchantments on this armor have their multiplier increased by 2.
Glyph of Purification
If you have any negative status effects, at the beginning of your turn, make an SR 25 roll.
You have +1 when making this roll.
On a success, you are cured of a chosen status effect.
Additional glyphs increase the roll bonus.
Additional armor pieces with glyphs of purification, allow you to roll additional times.
Glyph of Sonic
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs sonic damage
Glyph of Soul
Whenever an undead targets you with an ability (any action that does not deal damage.) they have -1 to all rolls to apply that ability.
If you are rolling to resist an effect caused by an undead, you have +1 to those rolls.
Glyph of Spirit
All damage dealt to the user by undead is reduced by 10 after DR.
Glyph of Storms
At the beginning of your turn, choose a target within 10 ft(). The target is affected by all enchantments on your currently equipped weapon(s).
Additional glyphs increase the range and number of targets.
Glyph of Strength
The wearer gains 3 additional inventory slots.
At 16 glyphs, all side bags and pouches grant 1 additional slot as well.
Glyph of the Djinn
This armor gives +15 DR vs Aether, blight, and corrupt blight damage.
Glyph of the Dragon
If the wearer has a weapon enchanted with glyphs of the dragon, they can use the dragon dash ability an additional time each day.
Glyph of the King
This armor gives 5 DR vs chaos damage.
This armor gives 15 DR vs order damage.
Glyph of the Kraken
Whenever you take damage from an enemy within melee range, you can roll to grapple the attacker for no action.
You make this roll with disadvantage.
At 8 glyphs you no longer have disadvantage.
At 16 glyphs you have advantage.
Additional pieces of armor with these glyphs cause 1 bleed damage and give 1 level of bleeding instead.
Glyph of the Moon
The wearer of this armor is unaffected by the first 1 level of chilled or fragile.
They have +1 to resist the freeze status.
Glyph of the Queen
If the wearer has a weapon enchanted with glyphs of the king, the smite granted by the glyphs can be used an additional time each day.
Glyph of the Sun
The wearer of this armor is unaffected by the first 5 levels of burned they receive each day.
+5 DR vs fire damage
Glyph of the Tiger
Once per day, the wearer can leap up to 10 feet for no action.
This can be used once per rotation.
Additional glyphs increase how many times this can be used a day.
Glyph of Unity
Gain 10 DR vs order damage
Gain 1 DR vs chaos damage
Glyph of Water
Gain +1 Dodge
Gain +5 DR
Gain +10 DR vs water damage
Glyph of Zix'Muro
Requires 16 glyphs:
The wear’s DR vs fire is doubled.
The wearer is now healed by fire damage.
Jewelry
Glyph of Acid
The wearer gains 1 DR vs acid
Anytime the wearer deals acid damage, the damage is increased by 1.
Glyph of Air
The wearer gains 1 DR vs air
Anytime the wearer deals air damage, the damage is increased by 1.
Glyph of Authority
The wearer’s willpower is increased by 1.
Requires 8 glyphs:
The wearer gains +1 to intimidation and persuasion rolls.
Glyph of Beasts
Requires 8 Glyphs:
All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +1 to their glyph multiplier.
Requires 16 Glyphs:
All Nature, Dragon, Kraken, and Tiger glyphs on the wearer gain +2 to their glyph multiplier.
Glyph of Blood
The wearer gains 1 level of hemorrhaging that cannot be cured.
Glyph of Day
Requires 16 glyphs:
All benefits from glyphs of the sun are doubled for the wearer.
This does not stack with additional pieces of jewelry
Glyph of Death
Killing anything for 50 EXP or more grants the wearer 1 death point.
Asa full action, the wearer can spend 10 death points to inflict a target with the doomed status.
More glyphs grant more points per kill.
Any additional pieces of jewelry with 16 glyphs of death allow this ability to affect an additional target.
Glyph of Disease
The wearer gains 1 DR vs disease
Anytime the wearer deals disease damage, the damage is increased by 1.
Glyph of Earth
The wearer gains 1 DR vs earth
Anytime the wearer deals earth damage, the damage is increased by 1.
Glyph of Electricity
The wearer gains 1 DR vs electricity
Anytime the wearer deals electric damage, the damage is increased by 1.
Glyph of Fire
The wearer gains 1 DR vs fire
Anytime the wearer deals fire damage, the damage is increased by 1.
Glyph of Healing
Whenever you heal a target, they are healed for 1 additional health.
Whenever you receive healing, it is increased by 1 health.
Glyph of Ice
The wearer gains 1 DR vs ice
Anytime the wearer deals ice damage, the damage is increased by 1.
Glyph of Life
The wearer’s health is increased by 10.
Glyph of Magic
The wearer gains 1 DR vs magic
Anytime the wearer deals magic damage, the damage is increased by 1.
The wearer’s maximum magic is increased by 2
Glyph of Nature
The wearer can sense all beasts within 5 ft() of them.
Additional pieces of jewelry with this glyph add to the range.
Glyph of Night
Requires 16 glyphs:
All benefits from glyphs of the moon are doubled for the wearer.
This does not stack with additional pieces of jewelry
Glyph of Obedience
Requires 8 Glyphs:
When using a weapon with glyphs of obedience, you have +2 to your intellect roll.
Requires 16 glyphs:
When using a weapon with glyphs of obedience, if you succeed the intellect roll you can choose a second target and use the ability again for no cost.
Additional pieces of jewelry allow this to chain, up to 5 targets.
Glyph of Perseverance
Once per day when an ally makes a death save you can spend a free action to grant them +1 on the roll.
More glyphs increase the roll bonus given.
Glyph of Poison
The wearer gains 1 DR vs poison
Anytime the wearer deals poison damage, the damage is increased by 1.
Glyph of Power
Requires 16 glyphs:
All glyph enchantments on this jewelry have their multiplier increased by 2
Glyph of Purification
The wearer takes 5 less damage from undead and monstrosities.
Glyph of Sonic
The wearer gains 1 DR vs sonic
Anytime the wearer deals sonic damage, the damage is increased by 1.
Glyph of Soul
The wearer gains +1 to rolls vs horrified.
Requires 16 glyphs:
Ghosts and spirits cannot pass through the wearer
Glyph of Spirit
The wearer can see all invisible undead within 10 ft()
Requires 16 Glyphs:
The wearer gains advantage on knowledge rolls to inspect the undead and learn of any weaknesses they may have.
Glyph of Storms
Requires 16 glyphs:
Anytime you use an ability, such as a smite or blessing, that affects a single target it can affect an additional target.
Glyph of Strength
The wearer gains +1 inventory slot.
Glyph of the Djinn
Once per day, the wearer can grant a target +1 to a chosen attribute for 24 hours.
More glyphs allow for more casts and increase the bonus to the attribute.
This cannot be used on the same target within 24 hours.
Requires 16 glyphs:
Sacrificing the jewelry and all glyphs allows the user to cast Djinn's Wish at no additional cost.
Glyph of the Dragon
If the wearer has a weapon enchanted with glyphs of the dragon, the dash ability allows them to move 5 feet further.
Glyph of the King
Whenever the wearer deals order damage, they deal an additional 10 order damage.
Glyph of the Kraken
The wearer gains +1 to all grapple rolls.
While grappling a target, the target gains 1 level of bleeding each rotation.
While being grappled, the attacker gains 2 levels of bleeding each rotation.
Glyph of the Moon
As a swift action, the wearer inflicts 2 levels of Fragile on a target.
This can be used twice per encounter and counts as a CL 1 universal spell.
Glyph of the Queen
Anytime the wearer uses the smite ability from glyphs of the king, an additional target within sight takes 10 order damage.
Additional glyphs increase the number of targets and the damage dealt.
Glyph of the Sun
Whenever the wearer takes damage, they can spend a free action to counter with a bolt of fire. If successful, the target takes D10 fire damage and is ignited.
This is treated at a CL 1 evocation spell.
Glyph of the Tiger
The wearer gains +1 to intimidation rolls.
Glyph of Unity
The wearer gains +5 maximum health, maximum max, and +5 DR.
Glyph of Water
The wearer gains 1 DR vs water
Anytime the wearer deals water damage, the damage is increased by 1.
Glyph of Zix'Muro
For 2 full actions, the wearer can lay their hands on an ally and heal them for 10 health.
For 1 rotation after, the target is not affected by any negative status effects.
Additional glyphs only increase the health restored.
Candles
Glyph of Acid
Everyone affected takes 5 damage, loses 1 armor, and loses 5 DR per rotation
Glyph of Air
Anyone that ends their turn in the light of the candle is knocked by 5 feet.
Glyph of Authority
Everyone in the light of the candle gains +1 willpower per rotation they are in the light. This is lost at a rate of 1 willpower per rotation when they are outside of the light.
Glyph of Beasts
All beasts in the light of the candle are calmed and will not attack if combat has not been initiated.
Glyph of Blood
This candle affects 2x the area and bathes everything in red light.
The light generated by this candle is 1 level lower than normal.
This can cause the area to get darker.
Glyph of Day
The light generated by the candle is 1 level brighter.
The candle casts low light in an area equal to 2x the area affected by the candle.
The candle burns for 2x as long.
Glyph of Death
This candle affects 2x the area and bathes everything in black light.
The light generated by this candle is 3 levels lower than normal.
Everyone in the area affected by the candle has disadvantage on death saves.
Glyph of Disease
Everyone in the light of the candle gains 1 level of diseased each rotation and takes 1 disease damage if they begin or end their turn in the light of the candle.
Glyph of Earth
Everyone affected by the candle gains 15DR each rotation they are in the light of the candle. This decays at a rate of 15 DR each rotation they are outside of the light.
Glyph of Electricity
Anyone in the light of this candle gains 1 fewer level of stunned from all sources.
Glyph of Fire
The light generated by the candle is 1 level brighter, affects 2x the area, or burns for 2x as long.
Anyone in the light of this candle is protected from cold temperatures.
Glyph of Healing
Anyone that ends or begins their turn in the light of the candle is healed for 5 health.
If a cleric spell is cast on the candle, it affects everyone in the light and extinguishes the candle.
Glyph of Ice
The area affected by the light of the candle becomes frozen ground. Thick chilling mist spreads outwards from the candle, expanding the frozen ground by 5 feet each rotation.
Glyph of Life
Anyone in the light of the candle that is alive gains advantages on death saves.
All undead in the light of the candle are ignited.
Glyph of Magic
Anyone that ends or begins their turn in the light of the candle gains 5 magic and 5 dissonance. For every 5 dissonance the character has, they gain 1 additional magic from these candles.
Glyph of Nature
All plants within the light of the candle grow 1 day per hour.
All plant creatures are healed for 5% of their maximum health if they begin or end their turn in the light of the candle.
Glyph of Night
The light of the candle becomes low light and affects a 3x larger area.
The light is now considered moonlight.
Glyph of Obedience
Whoever lights the candle must make an SR 15 intellect roll.
On failure, they are under the control of whoever placed the candle on the glyph until the candle burns out or is extinguished.
Glyph of Perseverance
The candle burns for 2x as long.
Anyone in the light of the candle has +1 on all death saves.
Glyph of Poison
Anyone in the light of the candle gains 1 level of poisoned.
Glyph of Power
The light of the candle is 1 light level higher.
When lit, the candle explodes dealing 100 magic damage to everyone in the light of the candle.
This deals an additional 50 damage per level above normal light an affected person is standing in.
This deals an additional 100 damage per level below normal light an affected person is standing in.
Glyph of Purification
Anyone in the light of this candle loses 1 level of poisoned and diseased at the beginning of their turn.
Glyph of Sonic
Anyone within the light of the candle gains a headache
Each rotation, anyone in the light of the candle gains 1 psionic stress.
Glyph of Soul
Anyone within the light of the candle has -1 to all death saves.
This increases by -1 each rotation they are in the light and lasts until the candle is extinguished.
Glyph of Spirit
The light of the candle becomes darkness.
All ghosts, spirits, and undead in an area equal to 10x the candle’s light are drawn to the darkness created by the candle.
Glyph of Storms
The candle produces no light, instead it creates a thick gray smoke that rises into the air.
The candle can only be extinguished using a spell or by being destroyed.
A weak thunderstorm fills the area the candle would have illuminated.
If the candle is in an enclosed space, it instead creates an intense thunderstorm.
Glyph of Strength
Anyone in the light of this candle can reroll the damage of any melee attack once per rotation and all melee attacks cause the target to be knocked by 5 feet.
Glyph of the Djinn
When lit, the candle explodes in a cloud of dense blue smoke that fills the area the candle would have illuminated. Anyone in the smoke gains 4 levels of aetherealized.
If there were other glyphs under the candle, everyone in the smoke is affected by 10 rotations worth of the other glyph effects all at once.
Glyph of the Dragon
If a character uses the Dragon Dash ability from a weapon enchanted with glyphs of the dragon to dash through the candle it can be extinguished or lit.
If extinguished, the user of Dragon Dash gains all benefits the candle was giving for 1 minute and can immediately make a second dash for no action and without consuming a dash use.
If lit, the user of Dragon Dash is able to strike everyone in the light of the candle once.
Glyph of the King
No one within the light of this candle can lie and no one outside of the candle’s light can hear what is said within.
Glyph of the Kraken
Tentacles of light entangle everyone within the light of this candle.
Escaping requires then to succeed an SR 15 vigor roll.
The SR increases by 5 per light level above normal light.
Glyph of the Moon
The candle burns for 4x as long, affects a 2x larger area, and all light produced becomes dim light.
If lit at midnight, this does not consume the glyph of the moon used.
Glyph of the Queen
While lit, only the person holding this candle can speak.
This affects everyone in the light of the candle.
Glyph of the Sun
The candle affects a 2x larger area and all light it produces becomes bright light.
Lighting this candle at noon causes it to affect a 3x larger area and the glyph of the sun is not consumed.
Glyph of the Tiger
A tiger made of fire leaps from the candle. It attacks anyone in sight and survives as long as the candle remains burning.
Glyph of Unity
Any spell cast on the candle affects everyone within the light of the candle. This extinguishes the candle.
Glyph of Water
Everything within the light of the candle becomes wet. All other fires are extinguished.
Glyph of Zix'Muro
The warmth of the sun fills the area affected by this candle. Any night-based effects end, the area is treated as midday.
Everything in the light of the candle starts to dry as if in direct summer sunlight.