Noruba's Ice Sphere

Tags: magical, awkward

A perfect sphere of dark ice, the size of a fist, never melting, hard as stone, and set like a gaudy gem at the end of a finely wrought torc. Or not a torc, perhaps, but maybe a ring that once sat upon some giant's finger?

Staring into the icy sphere brings a sense of calm, serenity, and detachment. Indeed, a lesser mind might find itself staring into its depths for hours on end.

When you peer into the Ice Sphere, your mind is cleared of strong emotions.

When you gaze deeply into the Ice Sphere and ponder a situation, puzzle, or mystery, ask the GM one of the questions below. The GM will answer honestly.

After the GM answers, roll:

While acting on the GM's answer, you can spend Acumen 1-for-1 to:

On a bust, your connection to your body weakens — mark a debility and mark 1 circle. The debility lasts until you spend a few days living wholly in your body and averting your gaze from the Ice Sphere.

Detachment: ☐ ☐ ☐

When you make the last mark, you unlock the mysteries of the Ice Sphere and can use Mindwalking (below).


Mysteries

MINDWALKING

When you use the Ice Sphere as a psychic anchor, your consciousness leaves your body and walks the world as a spirit, invisible and insubstantial. Roll:

While mindwalking, you may spend your Power, 1-for-1 to:

For every 2 Consequences you mark, gain one of the following moves:

A MIGHTY WILL — When you mindwalk, hold +1 Power.

FARWALKER — When you mindwalk, you may spend 1 Power to instantly send your mind to any place you have ever visited, physically or mentally.

TELEPATHY — When you mindwalk, you may spend 1 Power to become able to communicate mentally with someone nearby, as long as you remain in their presence. They can choose whether to respond, and can attempt to ignore you, but cannot shut you out completely without magic of their own.

THOUGHTCRAFTER — When you mindwalk, you may spend 1 Power to animate a mass of loose material (gravel, snow, leaves, etc.) into a body no larger than your own. The body is directed by your mind rather than your body. While you inhabit it, you gain extra trait access — pick one trait from the shared list that the body's make embodies (a gravel body might lend CRUSHING GRIP or THICK HIDE; a leafy one SOFT PAWS or BRUSH), and it applies as if it were yours until the form ends. This form has 10 HP. When reduced to 0 HP, it dissipates and you return to your physical body.


Consequences