My wizard has the weapon Guignir, previously known as the Spear of Destiny. So far I've put nothing on the weapon except some focus slots, but I'm going to be making it more formidable as the game progresses. There are three different options floated, and advice as to which one is most effective for refresh paid would be appreciate.
1) The spear can get through supernatural toughness and recovery in the same fashion as the Knights' swords, with maybe a shift or two of extra damage in general. The GM quoted that as three refresh, which seems a little high for something so straightforward.
2) The Spear has three charges that never miss and always kill, so long as the subject of the curse is within thrusting/casting range of the so-armed wielder. After that, an eye or an hand can be sacrificed for one extra charge each. After that, the spear must be passed on to another worthy warrior. This would also count as sponsored magic from Odin's hand, and thus would not break the Laws of Magic. The baseline was for this was taken from the Noose that Nicodemus wears at five refresh, though apparently the package could be up to seven. That's a lot of refresh for something very powerful, but it has five charges max and two of those at a disadvantage. Is it worth the price?
3) The spear can bestow runic spells as sponsored magic, having been confirmed in the hands of someone judged worthy by Odin. This would not have a flat cost, as I understand it, but would the flavor for dedicating refresh as the character progresses. This has promise, but doesn't seem quite unique and flashy enough for the flavor I wanted. Is this a potent and interesting enough possibility to work with anyway?
The spear is in the hands of a full White Council wizard, if that affects anything. Monoc Securities has not been invoked in the game yet, but Sleipnir has shown up and the GM has plans to incorporate other Norse themes and material into the main plot.
Thoughts?