Equipment and items

Equipment in Spires comes in one of two categories:

Projected ~ These are items that you own in the real world that you bring with you when you project into the Dreamscape. These won’t be just anything that you happen to have in your pockets at the time, you must have some kind of personal connection to the object. The most obvious example being your clothes; Though you may not necessarily awaken with the clothes that you were wearing in the real world, you may instead find yourself in your favourite suit. Similarly you can only take a gun into the Dream if you have actually trained, practised and used in the real world; the gun however may look larger and more impressive in the Dream though, because that is how it feels to you.

Imaginary ~ These are items that have no basis in the real world, they are pure constructs of the Dream. This is not simply a matter of wishing an item into existence. It requires the item to be rooted in the Dream, thus it must be made from the distilled essence of the Dream, Emotion. This must be forged by a strong and disciplined act of will into the desired form. As these objects have no grounding in reality, it is possible to make extraordinary items that function above and beyond their projected cousins. It should be noted however that the further away from Narrative Theory that the item strays, the harder it will be to create. A full list of the Imaginary Items can be found here

Acquiring Equipment

The vast majority of your equipment will be Projected IE you own similar items in the “real” world. In Spires real world currency is not tracked, as it is not relevant directly in the Dream. When you take a Perk such as Armour or Melee it encompasses not only gaining skill with the item, but with acquiring it. As such you may begin each game with items that you have the Perks to use.

Form over function

This however does not explain the number of people wondering around the Dream in medieval plate mail or the like, even in Oxford it would be somewhat difficult to acquire. The reason being that the Idea of the object in the real world is far more important than its Function . For example an Ego fancies himself as a Knight of old, fighting for justice and chivalry. So he sets about forging his armour from scrap metal, riveting crude plates onto an old welding jacket, sharpening a length of steel and wrapping cord around one end. It may not be much to look at, but to the Ego they are the trappings of a Knight, and it makes him feel like a Knight.

In short, you do not need to worry if a prop you own is appropriate to the setting, as long as it is appropriate to your character it is fine.


Armour may seem strange in the Dream, after all nothing is physically there , but much like a sword it feels like it should, armour can be help defend against it. It is more a case of the confidence that the armour provides, than any physical property it has. Because of this basic protection can be given by a wide variety of things, though Narrativity demands that more rigorous protection look like conventional armour.

There are three classes of Armour as detailed below.

Light armour ~ Can cover a variety of things but typically it one of two things. The first is something iconic and appropriate for the character. For example lab coats are appropriate for those playing a scientist type, especially if it is worn with goggles and the like. For those playing a Mafia type a suit would be appropriate. The second would be something “cool” or dramatic, such as a leather trench coat and shades.

Medium armour ~ Must look like actual armour, but can be a wide variety of things. Anything predominately leather in construction is medium, as is most modern armour such as flack jackets.

Heavy armour ~ Any armour that is predominately metal or made from rigid sections such as modern riot gear is suitable.

Light armour provides 2 extra hits

Medium armour provides 4 extra hits

Heavy armour provides 6 extra hits

A small shield such as a buckler or targe no more than 40 Cm in diameter provides 2 extra hits and may be used to parry melee blows, but it will not stop projectiles such as offensive magic or guns

A large shield, anything larger than a small one, provides 4 extra hits and may be used to parry melee blows, but it will not stop projectiles such as offensive magic or guns

Firearms and other weaponry

It is not within the scope of Spires to accurately represent the myriad of firearms and their minor differences. Guns are instead simply catogorised primarily by size and shape.

A note regarding ammunition. Whilst guns need to be reloaded, which should take 2-3 seconds, the amount of times you may reload a weapon in a game is unlimited. The amount of times you may fire a weapon before needing to reload is listed under “Ammo” in the table below. Heroes having an endless supply of ammunition is such a common trope that it has become fact in the Dreamscape.

Name Description Rules Ammo Perk Lvl required
Pistol The ubiquitous small semi-automatic pistol 1-Handed – Kinetic Bolt Single 12 1
Hand Cannon The classic overly large revolver 2-Handed- Kinetic Bolt Double 6 2
Machine pistol The most compact fully automatic, and the hardest to control 1-Handed – Kinetic Storm Single 3 2
Rifle From the Tommy gun favoured by mobsters to the russian classic Ak-47 2-Handed – Kinetic Bolt Double OR Kinetic Storm Single for 4 Ammo 20 3
Shotgun A weapon favoured by farmers and thugs alike 2-Handed Kinetic Storm double 6 3
Sniper Rifle When you have a grudge against someone really far away 2-Handed Kinetic Lance Triple 1 3


It was barely a decade earlier that the equipment for the reception of Aether occupied an entire rooftop, now the latest generation fits in a, large, pocket. Instrumentum are the tools Maesters use, for the rules on Aether Jacks, the Mentalist equivalent, see the section below.

All Maester characters start play with a basic wand, this allows you to perform magic, but has no special benefits or qualities. By taking ranks in the Instrumentum Perk more advanced tools can be unlocked. Like all other projected equipment you may begin a game with an Instrumentum that you may use. You may only claim the benefit of one Instrumentum at a time, though you may keep a basic wand on you in addition in case you loose your primary in game.

There are three types of Instrumentum

Wands ~ The smallest and most compact at 15 to 30 CM. Due to their small size they can provide only limited benefit. Typically used by academics in research or as a backup.

Rods ~ Between 35 to 100 CM they provide a greater reception than a wand, whilst still being easy to handle and manoeuvre. As such they tend to be the favoured Instrumentum for Maesters expecting a fight, and they are typically geared for offensive magic.

Staves ~ The classic wizard staff is ideal for those looking for raw power and a traditional look

Below is a list of Instrumentum you may take.


Name Description Rules
Ray Gun Styled after the numerous sci-fi side arms seen in comics such as Flash Gordon, this stylish wand provides basic protection to a Maester In addition to your prepared spells this wand provides you with “Light Bolt Single” as Simple spell
Gauntlet For the Maester wanting something concealable, or at least quick on the draw, there is the gauntlet style. They are typically used as a defensive concealed weapon. The majority of the workings are arranged on the back the arm, typically it projects from a small extension nestled in the palm of the users hand, or from the gauntlet directly. In the Dreaming they sometimes appear as highly intricate pieces of jewellery. Once per minute may use the device to call “Kinetic Storm Naught Repel”
Classic The classic wand design, derisively known as “A Stick” by some, but loved by others for its classic look.


Name Description Rules
Aether Sword For the Maester looking for a close range option, this Rod is specifically designed to be used as a weapon. Whilst all of the larger Instrumentum are hardened to survive combat, this one is specifically designed to be used offensively. Whilst a sword is the most common iteration, maces and axes are not uncommon. The rod is treated as a special kind of spell, where it has no Form or Effect, and the damage is delivered via striking a target. You may use any Element except for Torment or Paradox.
Blasting Rod


Name Description Rules

Aether Jacks

Equipment and items

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