Catalysts

Catalysts are ancient items that has a natural abundance of magic. They are all tied to a specific Link as well as Fate.

Damage
Catalysts are not meant to be used as weapons and are not treated as weapons in almost all regards. However, if you chose to use one as such it is possible. The damage of a catalysts (sometimes referred to as "Damage Rating" or "DR") is a fixed roll and keep value. However, you may add your Strength to the roll of the damage. For example, a character with 2 Strength attacking with an arming sword (2k2) would roll 4k2 when they deal damage.

Types and Sub-types
The types of catalysts can be categorized into these five Types with a multitude of Sub-Types. To wield a catalyst you need to buy ranks in the approrpiate Magic Skill. If you wanna wield a Scepter to gain it's benefits to your spellcasting, you need the Air Magic skill since Scepters are Air Catalysts. You can then later specialize in its Sub-Type.


 * Air. (Catalyst, Gesture, Zone)
 * Earth. (Catalyst, Gesture, Zone)
 * Fate. (Catalyst, Gesture, Zone)
 * Fire. (Catalyst, Gesture, Zone)
 * Water. (Catalyst, Gesture, Zone)

Size
The size of the catalysts sets the standard for how you wield them, store them, etc.


 * Small. Small catalysts are easy to conceal (see Sleight of Hand skill) and are very manageable.
 * Medium . Are well balanced and all around. Most medium catalysts can be wielding both two-handed and one-handed.
 * Large . Cumbersome and massive. These catalysts are massive and must be wielded with two hands.

Specification
Catalysts are not meant for combat and generally fragile. Match the specification of the weapon you are using with this chart to finds its Durability and Resistance.

If your weapon is Poor as well, subtract -5/-5 from its Durability and -1 to its Resistance.

Light Catalysts

Equipment can't really defend itself. Luckily it doesn't have vital organs and is usually made of steel and hardened leather so it does have a great amount of Resistance.

Durability

If a catalysts is damaged its benefits are reduced. This is where Durability comes into play. Durability is a bit like Wound Levels. All equipment has two Durability levels as indicated in its entry. 10/10 means it can take 10 points of damage before it is Broken. And 10 again until it is Shattered.


 * Broken weapons deals -1k1 less damage. You can only gain the benefit of it's synergies once every hour.


 * Shattered weapons deals -2k2 less damage. You can only gain the benefit of it's synergies once per day.

Synergy
Catalysts are meant to augment you spells. You get a free raise when you perform a Warp found under Synergy.

Poise
Catalysts become increasingly difficult to wield the larger and heavier they become. A character subtracts this value from their Poise.

Items that are sheathed or stowed away cost half the Poise.

Air
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Earth
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Fate
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Fire
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Warps
Spells can be warped in a myriad of different ways, and even though a Warp like Intensify usually increases the damage of a spell, in some instances it does something different. There is no unified effect for a particular Warp, instead, they aim to change a spell in a particular thematic way. Here is a brief rundown of the theme of a warp.


 * Alter. You change the damage type of the spell making it versatile.
 * Empower. You increase the TN to break the spell making it stronger.
 * Expand. You increase the Area of Effect of the spell making its size larger.
 * Focus.
 * Fortify.
 * Geas.
 * Intensify.
 * Prolong.
 * Quicken.
 * Shape.
 * Unify.