Talisman

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It represents a psyke’rs personal psychic focus, a bonded item that amplifies their powers and can be enchanted with powerful effects.


What Is a Talisman?

A talisman is a psychically charged item permanently attuned to a psyker. It:

  • Enhances projecting totals when relevant power effects align with the talisman.
  • Can be opened for enchantment with Warp Essence.
  • Can be instilled with multiple effects.
  • Can be attuned with special shape and material bonuses.

How to Create a Talisman

1. Choose the Item

Pick an object that you want to make into your talisman. This should be:

  • Durable and personal (staff, ring, amulet, wand, sword, etc.)
  • Ideally symbolic of your powers or personality
  • Made from materials that have helpful Shape & Material Bonuses

Example: A silver staff provides bonuses for control, leadership, or auras.


2. Open the Item for Enchantment

Use Warp Essence to prepare the item as a psychically charged item.

  • Spend 1 pawn of warp essence per 10 levels of material capacity.
  • The maximum warp essence you can use = Magic Theory × 2 per season.
  • Opening takes 1 season.

Example: A wooden staff might require 4 pawns of warp essence and be opened over 1 season.


3. Attune the Item as Your Talisman

After it’s opened, spend 1 season to attune it as your talisman.

  • This doesn’t cost vis.
  • You may only have one talisman at a time.
  • Once attuned, you can:
    • Instill effects into it
    • Add shape and material bonuses (see below)
    • Use it to boost your projecting totals

4. Instill Effects

Over time, you can add psychic effects to the talisman just like any invested device.

  • Uses Lesser or Greater Enchantment lab rules
  • Talisman gets +5 to your Lab Total for effects using your own Arts

5. Add Shape and Material Bonuses

Each season, you can attune one new shape or material bonus to your talisman.

  • Choose a shape/material bonus appropriate to the object
  • Add the bonus as a bonus to projection totals when applicable
  • Max bonuses = Magic Theory score

Example: Attuning “silver” for +3 against demons, or “staff” for +4 control.


Summary of Time & Cost

StepTime CostWarp Essence Cost
Open item for enchantment1 seasonDepends on size
Attune as talisman1 seasonNone
Instill psychic effectsVariablePer invested effect
Attune shape/material bonus1/bonusNone

Talisman Benefits

  • Permanent psychic investment that grows over time
  • +5 Lab Total when enchanting your talisman
  • Add attuned bonuses to relevant projection totals
  • Can be made Arcane Connection to and from you (if enchanted)

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