Had an interesting idea that might work in the RPG as well.
Flask of Thought
Wondrous item, very rare
This flask carved of blue crystal sparkles even in pitch black darkness. Once per day, a character can drink the blue liquid from within and regain a spell slot of any level they desire. This liquid refreshes each morning at dawn.
Ok, had to do the ground work so now we can get to the one I was hoping for!
Divine Burst
Classes Mystic 1 School transmutation Casting Time 1 swift action or 1 reaction Range touch Targets one creature Duration instantaneous
Description
Your god imparts fraction of itself into your target helping it with its next task. You can cast this as a swift action on your turn or as a reaction to you or an ally making a skill check. The target gains a +5 divine bonus to the triggering skill check.
Classes Mystic 0 School divination Casting Time 1 standard action Range touch Targets one creature Duration 1 round
Description
Infusing the target with a burst of divine power, the target gains a +1 divine bonus to the next attack, save, or skill check it makes before the end of its next turn.
Transmutation Traditions divine Cast verbal RangeTouch; Targets 1 creature Action 1 action Durationuntil the start of your next turn
You ask your god for a portion of its divinity, granting the target a +5 status bonus to its next skill check the target attempts before the duration ends.
Had this idem in DnD and Pathfinder, now time for Starfinder!
I want toys to help me aim with my guns!
Mage Shield, lesser
Item Level 4; Price 1,900
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +1 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Mage Shield
Item Level 8; Price 8,500
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +2 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Mage Shield greater
Item Level 15; Price 120,000; Weapon Types railed weapon, small arm, heavy arms
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +3 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
I have an idea I need for an adventure, but I need a way to help the adventurers get more brain power…..
Brew Thought Philter Cost: variable magic points; 1D6 Sanity points Casting time: 1 hour Through a concentrated mix of effort and mental strain, you extract magic power from your self or a restrained victim. This power is condensed in to a shimmering blue liquid that you can place into any container of your choosing. Your or the victim lost one point of magic per magic point put into the brew. These points are restored normally. The liquid lasts for a week per point of magic extracted. If the magic power is extracted from yourself, no additional sanity is lost. But, if the magic points are extracted are extracted the victim loses two points of sanity for each point of magic extracted.
Thought Philter
Used by:Anyone
This shimmering blue liquid restores the mind’s power. Upon drinking this brew, you los 1d6 sanity and gain magic power back equal to the number of magic points invested in this brew.
Basics– What’s that ahead on the trail? Down Darker Trails is a wild west source book for Call of Cthulhu. This book has information for both the game master and players to build anything, from gunslingers to wild west cults serving dark gods all across the west. Let’s look at the parts.
Mechanics or Crunch– This book is an interesting and well done mix of old and new. Arguably there are LOTS of reskins of stuff we have seen before, but honestly, that’s what I need. I need to know what the fire rate for guns in that time was and and the prices. There are some major changes between 1880 and 1920, but the damage really doesn’t change that much in this game. That said, this book adds a lot of new stuff, from spells to real life states for characters, to excellent new options for investigators/players. I like everything that is here and it adds the right amount of depth and crunch for a game in this time. 5/5
Theme or Fluff– I like what’s here, but I have some minor issues. I mentioned before that there is a lot of reskinning for the time. That’s true and it’s true here too. But, I don’t see anything crazy new here regarding the mythos. It doesn’t invent a ton of new monsters or elder things. Lovecraft didn’t do a ton out west, so thats part of it, but I would like to see more new in the story of the mythos. That said, what is here is excellent. Amazing history summaries, great write ups on persons of the time, solid respect to the cultures of the west and its people, and character options that will let a person who is new to the old west beyond Back to the Future III into the world of what really went on out there. There is always more to be learned, but as a first pass into this world and the idea that a book can’t continue for forever, this is a great way to build mythos into the west and the west into the mythos. 4.5/5
Execution– Chaosium knows book publishing with the art, layout, readability, and book mechanics like hyperlinks and such all on point. This book even has real pictures of people from the time to so you can see the real faces of the west. Furthermore, since the real west was a lot more racist than the fun and wholly-pretend cowboy and Indians I played as a child, the book treats the indigenous peoples of the west with respect in art, writing, and design. 5/5
Summary– This is a phenomenal book. I love Call of Cthulhu, and recently lots of my video games have been old west as well. The pretend old west is fun, but the real west is far more entertaining and deep. This book gives me the keeper/gm the tools I need to merge those loves and it gives my players the tools they need to jump right in as well. I have some minor issues, but like all the products I love that quibble about it comes down to wanting more. What I do have is a well done book with crunch and stories to build a fun western adventure and a book that easily revealed its secrets. If you want cowboys in the mythos, then you need this book. 96%