Hi everyone! Today’s post is some of the items either used by or possessed by the Masters of the Mystic Arts, of whom Doctor Strange is a member. A couple of these don’t actually get explained, but I used the comics as a guide. I actually have to think about what the next post will be but as always, I’ll take suggestions!
Brazier of Bom’Galiath (28): This elegant brazier glows with a golden light from its bowl, hinting at its true power. It will magnify any flame it’s exposed to, erupting a small column of fiery energy.
Brazier -60%: Gadget (Breakable (DR 4, SM -4)) -30%, Gadget (Can Be Stolen (QC of ST)) -30%
Burning Attack 8d -30%: Cone (2y) +70%, Explosion +50%, Accessibility (must have a flame directly in front of the brazier) -60%, Brazier -60%, Reduced Range 10 (1y/10y) -30% (28)
Crimson Bands of Cyttorak (30): This fascinating contraption can bind any human-sized opponent when thrown. It was used to great effect in the defense of the New York Sanctum.
Bands -60%: Gadget (Breakable (DR 8, SM -1)) -30%, Gadget (Can Be Stolen (QC of ST)) -30%
Binding 25 -40%: Engulfing +60%, Accessibility (Humanoids Only) -20%, Bands -60%, Limited Use (1, Fast Reload) -20% (30)
Sands of Nisanti (36): Contained within an hourglass, these sands cloud magical auras. This makes it difficult or even impossible for magic to be performed.
Mana Damper 3: Area Effect 1 (1y) +50%, Gadget (Can Be Stolen (QC of ST)) -30% (36)
Vaulting Boots of Valtorr (15): These simple leather boots are imbued with magic to allow the user to run across the air with ease. This can enable them to make great leaps, walk across gaps, and even survive falls.
Boots -40%: Gadget (Breakable (DR 2, SM -5)) -30%, Gadget (Can Be Stolen (Forcibly Removed)) -10%
Super Jump 2: Boots -40% (12)
AA (3): Walk on Air: Boots -40% (12)
Wand of Watoomb (55): This ornate wooden rod can absorb and redirect energy, either creating protective walls or sending out forceful blasts.
Wand -45%: Gadget (Breakable (DR 3, SM -4)) -30%, Gadget (Can Be Stolen (QC of ST, may not work for thief)) -15%
Crushing Attack 4d +5%: Persistent +40%, Wall (DR 12, HP 2) +30%, Costs 2 FP -20%, Wand -45% (21)
AA (4): Crushing Attack 6d -35%: Double Knockback +20%, Costs FP -10%, Wand -45% (20)
DR 15 -65%: Absorption (Heals ER) +40%, Active Defense -40%, Limited (Energy) -20%, Wand -45% (27)
ER 5 -80%: Special Recharge -70%, Wand -45% (3)