Conduit
Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.
Part of Weapon
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
- ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
- SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Conduits are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for practitioners of magic. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits..
Kinds of Conduits
| Features | ||||||||
|---|---|---|---|---|---|---|---|---|
| Crystal | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | — | 1 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 100 GoldCoin RuleCoins are the currency you use to buy items. | 1 | MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
| Greatstaff | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | 1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 2 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 500 GoldCoin RuleCoins are the currency you use to buy items. | 2 | MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
| Orb | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | — | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 250 GoldCoin RuleCoins are the currency you use to buy items. | 1 | MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
| Rod | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 300 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
| Scepter | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | 1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 400 GoldCoin RuleCoins are the currency you use to buy items. | 2 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
| Wand | 1 | UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training. | — | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 250 GoldCoin RuleCoins are the currency you use to buy items. | 1 | MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own. |
Source Player Codex