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Scepter

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 Conduit

  • 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.

Scepters are ornate, ceremonial ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. that channel supernatural power through a decorated head and strike like a mace.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Conduction: Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when you hit with a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe. using the Scepter, spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to deal +1d6 of an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. you can CastCast ActionCast is the Action you use to unleash a Spell..
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
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.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Source Player Codex