Focal Motes

Mote: Attunement — Wielding a Magical Focus

Description: This Mote allows a spellcaster to attune a single item as a permanent extension of their spellcasting ability. The attuned focus becomes an arcane anchor, amplifying and refining the caster’s magical output in ways specific to the focus type chosen.

Acquiring and Ranking: Uses the standard Mote system and Class Skill rules.


Core Attunement Rules #

Attunement Ritual: Learned at Cantrip rank. Requires a 1d4 hour uninterrupted ritual. Attunement may be performed at most once per month, reflecting the deep bond formed between caster and focus.

One Focus at a Time: Only one item may be attuned at a time. Attuning a new item immediately breaks the bond with the previous focus.

Item Type: Any mundane or magical item of the appropriate focus type may be attuned. A simple wooden stick qualifies as a Staff focus. A Wand of Fireballs qualifies as a Wand focus.

Handling: An attuned focus incurs no off-hand penalty and may be wielded in either hand without restriction.

Focus Types: Four focus types are available, each providing a distinct set of bonuses and abilities:

  • Ring — Expanded memorization and psychic interruption
  • Wand — Extended range and saving throw penalties
  • Staff — Increased spell damage and deflection
  • Crystal — Saving throw bonuses and penalties

Rank Progression Table #

Mote RankRing (+Spell Levels / Interrupt HR)Wand (+Range / Save Penalty / Deflect)Staff (+Damage / Deflect)Crystal (+Save Bonus / Save Penalty)
Cantrip
Charm+2 Levels / Interrupt+10% Range / -1 Save / 1 Deflect+1 damage / 1 Deflect+1 Save / -1 Save
Incantation+4 Levels / +2 HR+20% Range / -2 Save / 1 Deflect+1 per 2 dice / 2 Deflect+2 Save / -2 Save
Enchantment+8 Levels / +4 HR+40% Range / -3 Save / 1 Deflect+1 per die / 3 Deflect+4 Save / -4 Save
Grand Mote+12 Levels / +6 HR+80% Range / -4 Save / 2 Deflect+2 per die / 4 Deflect+6 Save / -6 Save

Focus Ability Details #

Ring — Bonus Spell Levels #

The attuned ring allows the caster to memorize additional spell levels beyond their normal daily capacity. These bonus levels may be divided freely among any spell levels the caster is capable of memorizing — bonus levels cannot be used to memorize spells above the caster’s maximum spell level capability.

Removal Penalty: When the ring is removed all bonus spells are at risk. Roll d% for each bonus spell memorized. On a result of 33 or lower the spell is forgotten as if cast and must be re-memorized normally. On a result of 34 or higher the spell fades but remains available for re-memorization without full research.


Ring — Interrupt #

Available from Charm rank. As their action for the round the wielder targets one creature within range and launches a psychic non-damaging attack against their concentration.

Mechanic: The wielder makes a Hit Roll against the target. If the Hit Roll succeeds the target must make a Save vs. Wands or their spellcasting is disrupted exactly as if they had taken damage that round — the spell is lost if the target has no Combat Casting Mote, or triggers a Combat Casting check if they do. No actual damage is dealt.

HR Bonus Progression:

  • Charm rank: No HR bonus
  • Incantation rank: +2 HR bonus to Interrupt attacks
  • Enchantment rank: +4 HR bonus to Interrupt attacks
  • Grand Mote rank: +6 HR bonus to Interrupt attacks

Note: Interrupt affects both spellcasting and magic item use. A target activating a wand or staff is equally vulnerable to Interrupt as a caster mid-spell.


Wand — Range Increase #

The attuned wand extends the maximum range of all spells cast by the wielder by the listed percentage. Touch range spells and areas of effect are unaffected — only maximum casting distance is increased.


Wand/Crystal — Saving Throw Penalty #

Imposes a penalty on saving throws made by targets against spells cast by the wielder. This penalty applies to all saving throw categories triggered by the wielder’s spells.


Crystal — Saving Throw Bonus #

Grants the wielder a bonus to all saving throws made against spells, wands, staves, rods, and spell-like effects. This bonus does not apply to saving throws against natural attacks, breath weapons, or non-magical effects.


Staff/Wand — Spell Deflect #

The wielder may attempt to intercept and redirect a direct-aimed spell targeting themselves or an ally.

Declaration: The wielder must declare their intention to deflect at the start of the round and concentrate for the full round. No other actions may be taken.

Eligible Spells: Direct-aimed spells only. Area of effect spells cannot be deflected.

Deflection Attempt: The wielder makes a normal saving throw appropriate to the spell. If no specific saving throw exists, use Save vs. Spells at -4. Success means the spell is intercepted and may be redirected.

Redirect Distance: The maximum redirect distance equals the spell’s original range minus the distance it traveled before interception.

Example: A spell with a 120 foot range intercepted at 100 feet has 20 feet of remaining range available for redirection.

Minimum Redirect Distance: 5 feet regardless of remaining range.

Range Determination — INT/Knowledge Arcana Check: Before redirecting, the wielder must make an INT check or Knowledge Arcana check (use whichever value is higher) to correctly calculate the remaining range:

Success: The wielder knows the exact remaining range and may make an informed decision about redirection — accepting the limited distance or expending a memorized 1st level spell to reset the redirect distance to the spell’s full original range.

Failure: The wielder misjudges the remaining range and overpowers the redirect. The spell detonates centered on the wielder. All creatures within the spell’s normal area of effect are affected. All affected creatures including the wielder make their saving throw at -2, reflecting the surprise of the unexpected detonation.

Empowered Redirect: By expending a memorized 1st level spell the wielder resets the redirect distance to the spell’s full original range, allowing the spell to be sent to any target within that range.

New Target Saving Throw: The redirected spell’s new target may make their normal saving throw to avoid or reduce effects. The spell uses the original caster’s level for all damage and effect calculations.

Deflect Uses Per Round: The number of deflection attempts available per round equals the Deflect value in the rank table. Multiple deflections in a single round each require their own declaration, saving throw, and INT/Knowledge Arcana check.

Optional Sidebar: DMs may rule that a failed INT/Knowledge Arcana check resulting in self-detonation triggers a Combat Casting check for the wielder, reflecting the chaotic magical discharge rather than a deliberate casting disruption. This is consistent with the Combat Casting Mote’s design philosophy.

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Updated on March 11, 2026