Using Sparks
What Is a Spark?
Section titled “What Is a Spark?”A Spark is a small, non-metallic object — a clay bead, bone token, glass marble, or gemstone — that has been imbued with a single Magic Trick through the process of Inscription. Each Spark holds a finite number of charges. One charge is consumed each time the Spark is activated.
When all charges are spent, the Spark crumbles, cracks, or otherwise becomes inert.
Activating a Spark
Section titled “Activating a Spark”Anyone can activate a Spark. No magical training, skill roll, or Willpower expenditure is required.
- Hold the Spark in your hand (or have it on your person in a readily accessible location).
- Squeeze, tap, or snap the Spark to trigger the bound Magic Trick.
- The effect activates immediately, exactly as described in the Magic Tricks list.
- One charge is consumed.
In Combat
Section titled “In Combat”Activating a Spark costs 1 action. No roll is required — the effect simply happens.
Restrictions
Section titled “Restrictions”- No metal contact. A character wearing metal armor or wielding a metal weapon cannot activate a Spark. The metal disrupts the trace amount of innate will needed to trigger the device. See The Metal Rule for full details.
- One trick per Spark. Each Spark holds exactly one Magic Trick. You cannot layer multiple effects into a single object.
- Charges are finite. Once a Spark runs out of charges, it is destroyed. A Spark that still has charges remaining can be recharged by an Inscriptor, but at reduced efficiency (4 WP per charge, one stretch of time).
Carrying Sparks
Section titled “Carrying Sparks”Sparks are small, portable objects. There is no special limit on how many a character can carry beyond common sense and inventory rules. A pouch of clay beads weighs little; a satchel of gemstone Sparks is a small fortune.
Practical tip: Players should note each Spark on their character sheet with the bound trick and remaining charges. Example: Glass Spark — Light (14/39 charges).