MUNDANE IMPLEMENTS
Implements are sort of like weapons, but for Spells instead of Techniques. As such, Implements are used to boost the power or efficiency of casting spells. As noted in the gear rules, you can have as many implements equipped at once as you like, but you can only benefit from a single one of them at a time.
Each time you cast a Spell, select a single implement. The spell is then boosted in accordance with the implement used. All implements have one static effect, and then a secondary effect that increases Bursts in some way.
All implements incur a weight penalty.
| Gold Cost | Implement | Weight Cost | Properties |
| 30 | Wand | 2WGT | Spells gain +2 potency. When your spells Burst, deal +5 additional potency rather than +3. |
| 30 | Grimoire | 2WGT | Spells cost -1MP. When your spells Burst, they cost -2MP rather than -1MP. If you cast a Spell with no MP cost with a Grimoire (before factoring in Burst discounts), recover +1MP. |
| 25 | Orb | 2WGT | Spells have their die potency increased by one size. Your spells also have +10 Burst rate. |
PREMIUM IMPLEMENTS
one of these generates extra recovery momentum
| Gold Cost | Name | Implement Type | Number of Charges | Charge Effect | Description |
| 190 | Sorcerer's Wand | Wand | 4 | Gains +4 potency. | A mainstay of laboratory work the world over. |
| 210 | Angel Wing | Wand | 4 | True Strike a target the spell didn't hit for 6 damage matching the spell's element. | A beautiful scepter, jewel-topped. |
| 200 | Tuning Rod | Wand | 5 | Increase the momentum generated by the Spell by +5. | A razor-thin wire taut within this glass wand hums eternally. |
| 170 | Nm | Wand | 5 | Gain knowledge of the target's weakness. | Tx |
| 210 | Nm | Wand | 5 | Activate when hitting a resistance. True Strike other enemies with the same resistance for 5 physical damage. | Tx |
| 200 | Lost Key | Grimoire | 3 | The ability's MP Cost is reduced to 0. | Written in a nonsense language, but with a certain logic. |
| 200 | Book of the Dead | Grimoire | 4 | True Heal yourself or the target for +8HP. | A careful record of an ancient disaster. |
| 210 | Iron Book | Grimoire | 3 | Remove a status form the target. | Engraved on iron pages, an Alloci relic. |
| 200 | Nm | Grimoire | 3 | Gain +2 Drive. | Tx |
| 200 | Spell Reactor | Orb | 4 | Force the Spell to have Burst, rather than Hit. | A magical machine, carefully tuned. |
| 210 | Moon Tear | Orb | 3 | Upgrade a status from Short I to Long I. | A crystal orb carved from a falling star. |
| 170 | Nm | Orb | 5 | Generates an additional Recovery momentum | Tx |
| 190 | Nm | Orb | 4 | Roll +1 potency die. | Tx |
| 210 | Nm | Orb | 3 | If the spell would normally deal damage, change it to a recovery effect. If the spell would normally heal, change it into any type of elemental damage. | Tx |
CONTRABAND IMPLEMENTS
| Gold Cost | Name | Implement Type | Number of Charges | Charge Effect | Description |
| 190 | Nm | Wand | 1 | The implement rolls +1 potency die for the remainder of the battle. | Tx |
| 210 | Nm | Wand | 1 | Until the end of the round, anytime a target you hit is struck again, True Strike them immediately for 5 damage matching the spell's element. | Tx |
| 210 | Nm | Wand | 1 | True Strike all other targets in the group for 8 damage matching the spell's element. | Tx |
| 210 | Nm | Wand | 2 | True Heal a different target for +12HP. | Tx |
| 210 | Nm | Wand | 2 | Activate after striking a weakness. Grants the wielder and allies +2 drive. | Tx |
| 210 | Nm | Grimoire | 2 | Activate on a Burst. Restore +4MP to the wielder's allies. | Tx |
| 190 | Nm | Grimoire | 2 | Roll +2 potency dice. | Tx |
| 200 | Nm | Grimoire | 2 | Refresh a Quick ability for an ally. | Tx |
| 210 | Book of Blades | Grimoire | 1 | Until the end of battle, anytime the wielder is struck by an attack, immediately True Strike the attacker for 5 physical damage. | Tx |
| 200 | Nm | Grimoire | 1 | Until the end of the round, anytime an ally generates momentum, you may choose to immediately destroy it and True Heal them or yourself for +10HP. | Tx |
| 220 | Twisted Mirror | Orb | 2 | The Spell effects an additional target. | The world on the other side is subtly wrong. |
| 180 | Nm | Orb | 2 | Generates an extra Pin, Rush, Launch and Recovery momentum. | Tx |
| 200 | Nm | Orb | 2 | Generates an extra Air+5, Water+5, Fire+5 or Earth+5 momentum. | Tx |
| 210 | Nm | Orb | 1 | Cleanse or dispel a single status from each actor in the target's group. | Tx |
| 180 | Nm | Orb | 2 | Activate one of the abilities combos without using any momentum. | Tx |





