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Twisted SpearFront

reach, magical

A knobby length of wood, pale as death and hard as steel, tapering to a needle point. The shaft is scored and notched, the tip stained with blood and soot.

The Spear is a potent weapon against spirits and demons. They cannot bear its touch and its presence makes them deeply ill at ease.

When you wield the Twisted Spear as a weapon, you ignore magical protections and can harm spirits, demons, and insubstantial creatures.

When you first plunge the Spear into a spirit or demon, your mind reels with strange visions. These tasks become known to you:

Impale a foul spirit with the Spear, and keep it skewered until it burns away to nothing.

Visit the elder tree from which the Spear was carved, and water its roots with your blood.

Face the Pale Hunter and survive the encounter.

Spend a fortnight in the wild, eating nothing, naked and unarmed except for the Spear.

Pierce your own hand through with the Spear, giving it a shard of your soul and reducing your max HP by .

When you complete a task, mark it off.

When you have marked 3 tasks, you unlock the mysteries of the Twisted Spear. Choose one of the moves on the reverse; you can use that move as long as you wield the Spear. Each time you mark a task thereafter, gain another move from the reverse.

Reverse

Whispers

When you grip the shaft of the Twisted Spear, you can ask the GM, "What spirits are active here?" and get an honest answer.

Promise of Doom

When you hold the Twisted Spear and speak aloud an oath to destroy a spirit or demon, you do + damage against them and -4 damage to everything else. This lasts until you destroy them or forsake your oath. If you forsake your oath, mark a consequence.

Roots of the Elder Tree

When you stand with your feet firmly on the ground and strike a spirit, ghost, or demon, you can mark a consequence to send your target coursing through you and into the depths of the earth, where it is bound fast.

Darkness Lingers

When you strike down a spirit or demon, ask the GM for one of its moves and write it down; it is held in the Twisted Spear. When you use the stolen move, roll +CON: on a 10+, you do it, just like that; on a 7-9, you do it, but choose 1:

  • The move is lost, bleeding away from the Spear
  • Mark a consequence

Consequences

Mark consequences as they apply.