(*) Ephemeral Revelation: This pouch contains grounded bone dust that may be cast over an ephemeral creature to outline it to allow everyone to see it. This naturally requires a Dexterity + Athletics roll to hit the target. Tell A slight vibration.
(**) Lantern versus Ghosts: This weapon is capable of striking incorporeal creatures (ie those hiding in twilight). You make Dexterity + Wits rolls with a +2 bonus to strike Twilight entities with a shower of sparks which emanate from the relic. The lantern deals damage to physical creatures much as a regular lantern would - with a -1 penalty and by shattering at the end of the strike. This lantern can be activated for an entire scene so long as the user chants at the volume of a whisper. Tell: The flame within the lantern is always a yellow-green.
(***) Dedicated Object: The Priest can bond an item to themselves through prayers, or other forms of dedications, and the expenditure of four willpower points. Once bonded, the object will always find some way to return to them. As an example, were it lost in a river, it could be found later on in one's bedroll or tripped over in a dark alleyway. They will happen across the object again within 1d4 days. Always Returns (**). Tell: The object always feels somewhat warm and comforting to the touch.
(****) Ensnare Ephemeareal Enemy: This puzzle box can be used to ensnare either a ghost or a spirit (chosen at creation). Once the creature is trapped within the spirit can be forced to converse with the object's creator - as an example, if a book were used as a puzzle box it could allow automatic writing. The priest would need to roll Wits + Occult versus the creature's Power + Resistance to entrap it. Others may assist by contributing one point of Willpower (not glamour) towards this goal which grants a +1 bonus to the priest's roll. No more than a maximum of +5 bonus dice can be granted in this way no matter how many people are trying to assist. The entity will be trapped for one day and is forced to answer questions asked of it though it is not required to be honest. The entity may choose to go inside the puzzle box if it pleases (perhaps so that it can be safely moved to a new destination) but it still costs the user two glamour to place it within the object. Tell: The object seems unusually glossy and translucent faces can sometimes be glimpsed in its somewhat reflective surface.
(*****) Defensive Symbol: This symbol of the priest's religion can be activated to radiate a pale white light. When activated, an ethereal monster (such as one in Twilight) takes a -5 dice penalty to its next attack roll, be it physical or mystical, whether a domination spell or health damage. Possessing creatures only take a -2 penalty. As an added benefit, with the expenditure of a further glamour point the protection may be extended to up to three other targets. This power lasts for rounds equal to Wyrd. Tell The object seems more important and powerful with the light immediately surrounding it seeming to dim or brighten depending on the deity worshipped.
(* to ***) Smite: This relic can be used once per day and allows anyone within a mile radius to make a Wits + Composure roll to notice it due to the pulsing light. The priest must hold this item (normally a staff) in both hands to use this power. The priest who uses this power gains the Narcissism derangement for the following seven days (which is upgrated to Megalomania if already possessed) and leaves the character fatigued and in need of sleep (-3 to physical and mental rolls until he sleeps). The user rolls Presence + Wyrd to deal a number of lethal points of damage equal to successes + dots in this relic which is dealt to all nearby objects and creatures through a sudden pulse of light. The power has a range equal to twice the priest's Wyrd + Resolve score in yards. The user is immune. Tell: Glowing runes along the weapon's length and the weapon makes a slight hissing sound that is difficult to hear unless you place your ear to its length.
(*) Veiled Object: Sometimes it helps a bard to make an object (generally a weapon) appear like something else of around the same size. This is an illusion so it won't cover the smell, touch or taste of an object. The exorcist must touch the object, spend a point of Glamour and roll Wits + Crafts to make the object look like something else. Its appearance can be changed between uses. Each use lasts for a number of hours equal to the exorcist's Wyrd. Tell: None.
(**) The Sleepless Eye
This gemstone is often embedded into a shield or a piece of jewellery. The user can remain awake for a number of days equal to successes on a Wyrd + Athletics roll on top of the usual 24-hour-period. Any penalties taken due to fatigue prior to the object's activation are turned into bonuses. Unfortunately, they also gain the Fixation derangement for as long as the object is activated. Once the activation ends, they take all of the fatigue penalties that they should have taken during that time and yet are still unable to sleep for a day. This gemstone may only be used once per week. Tell: The gemstone somehow feels as soft as a pillow although it remains rigid.
(***) Clue Finder: This device causes clues to a particular mystery to take on a slight glow visible only to the user which reveals forensic information related to a particular situation (such as murder or a particular visit to a house) - blood drops, barely visible footprints, or loose hair. Tell: The device makes a slight clicking noise whenever it moves closer to forensic information.
(****) Earhorn of the Past: This earhorn is keyed to the past and allows a person the ability to hear in the past by a year per success on a Wits + Wyrd roll. The exorcist can finetune the search by a particular timeframe (time / date), by a person or object, or by a particular event. They can hear the scene play out though can see nothing important. This horn works best around deathstains or other significant event and provides a -2 penalty to rolls made outside of such areas. Tell: It may intermittently hiss with static near a death stain thus alerting the PC to its existence.
(*****) Goggles of Mental Protection: This pair of goggles can be reflexively activated to prevent one attempt at mental domination though while it does alert the user to the attempt (in case it was a subtle power like Majesty), it also has the unfortunate side effect of causing the PC to gain the Suspicion derangement within an hour of its use. Tell: Despite the goggles being shaded from the sun the person wearing them can see just fine as though they weren't wearing any glasses at all.
(* to ***) Icon of Respectability: By placing this icon somewhere visible about their clothing, the exorcist's appearance is subtly changed to become more respectable for a scene. Threadbare clothing appears new, bloodstains disappear from view, and clothing appears to be made from a somewhat more expensive cloth. This is very handy for an exorcist who normally has neither the money or the time to get a nice new set of clothes before entering a village or castle. Each dot in this relic can repair or remove one aspect of their appearance (hair and face, tears in clothing, stains in clothing, value of clothing, etc.) Tell: The icon has a dramatic sheen across it and those who view it can never quite recall its design.