A sorcerer's collection of foci, magical curios imbued with arcane power, is the source of his power; without them he cannot cast spells. A focus can take almost any form; usually they are rings, robes, skulls, orbs, staffs, or wands. They store spells that the sorcerer can cast. A sorcerer may possess any number of foci, but most sorcerers can only bind a single focus to themselves at a time. It takes 3 seconds to bind a focus, and the focus becomes unbound if the sorcerer ever isn't wielding it(if it's a weapon), wearing it(if it's armor or clothing), or holding it. Each focus has a 'size' (not to be confused with SM); by default, a sorcerer can only bind foci to himself whose 'focus size' is 15 or less. Gaining the ability to bind an additional focus costs  plus  per point of size the new focus slot (the minimum is  for a size 5 focus slot). Likewise, it costs  to increase the maximum size an focus slot can hold. The foci themselves cost $100 times its focus size
Chalice of the Soul $1200Edit
A silver chalice that appears to be full of quicksilver. A sorcerer that binds a chalice of the Soul can spend 4 ER to question whatever spirits that happen to be around, regardless of language.
Focus Size: 12
Base Advantage: Medium(Mana dependent -10%, Costs 4 ER -20%, Universal 50%) 
Dagger of Ascendancy $1520Edit
A sorcerer that binds the dagger of ascendancy can spend 3 ER to give himself the ability to walk on air for one minute.
Focus Size: 15
Base Advantage: Walk on Air(Mana dependent -10%, Costs 3 ER -15%) 
Face of Death $1900Edit
Forbidden in most civilized lands, faces of death are usually made of the skulls or shrunken heads of murder victims. A sorcerer that binds this profane focus can shoot bright green rays of pure death energy at the cost of 4 ER. This beam requires an Innate Attack(beam) roll to hit. Targets can try to dodge the beam(but not parry or block it). It can be fired at any creature within 10 yards for 1d toxic damage, or any creature within 100 yards for half that damage. Creatures who loses half of their HP or more fall unconscious instantly.
Focus Size: 19
Base Advantage: Innate Attack(Toxic, 1d)(Mana dependent -10%, Costs 4 ER -20%, Symptom(Unconsciousness, ½ HP) 400%) 
Frenzy Goblet $2400Edit
Frenzy goblets are usually lead or pewter cups emblazoned with scenes of battle. A sorcerer that binds one can spend 1 ER to have a creature he can see fly into an unstoppable rage. The sorcerer and the creature to be affected perform a quick contest of Will, the sorcerer takes a penalty equal to the distance in yards between them. If the sorcerer wins, the creature is enraged, attacking whatever creature is closest to it on each of its turns. This effect lasts for one minute per margin of success or when if the sorcerer unbinds the goblet.
Focus Size: 24
Base Advantage: Affliction 1(Mana dependent -10%, Costs 1 ER -5%, Malediction 100%, based on Will 20%, Only targets you can see -20%, Berserk 25%, Bad Temper 25%) 
Gale Knife $520Edit
Gale knives are a simple steel knives that emits the sound of howling wind whenever it slices. A sorcerer that binds a knife can create powerful gusts of wind at the cost of 1 ER. This gust requires an Innate Attack(breath) roll to hit and generates 2d of knockback (see Knockback, Basic Set p. 378). Targets can dodge or block the gale (but not parry), however DR only has half of its normal effectiveness against it.
Focus Size: 5
Base Advantage: Innate Attack(Crushing, 1d)(Mana dependent -10%, Costs 1 ER -5%, Double knockback 20%, No wounding -50%, Armor divisor 2 50%, Blockable -5%) 
Orb of Intrusion $1500Edit
An orb of intrusion is is a faintly purple glass orb. A sorcerer that binds one can spend 3 ER and touch a creature to perform a single mind probe attempt. .
Focus Size: 15
Base Advantage: Mind Probe(Mana dependent -10%, Costs 3 ER -15%) 
Ring of Boulders $800Edit
A sorcerer that binds the ring of boulders can create and launch boulders at the cost of 1 ER. This boulder requires an Innate Attack(projectile) roll to hit and can't be aimed. Targets can try to dodge the boulder(but not parry or block it). It can be fired at any creature within 2 yards for 3d crushing damage, or any creature within 20 yards for half that damage.
Focus Size: 8
Base Advantage: Innate Attack(Crushing, 3d)(Mana dependent -10%, Costs 1 ER -5%, Inaccurate 15%, Reduced Range 1/5 -20%) 
Robe of the Battlemage $1300Edit
A robe of the battlemage is typically crimson and gold. A sorcerer that binds such a robe can spend 1 ER to gain the benefits of combat reflexes for one round.
Focus Size: 13
Base Advantage: Combat Reflexes(Mana dependent -10%, Costs 1 ER -5%) 
Staff of Flames $510Edit
A staff of fire is a 7 foot long quarterstaff; it surface is heavily burned and it leaves behind a thin trail of smoke when moved. A sorcerer that binds such a staff can spend 1 ER each time he attacks with it in order to have it erupt with fire for that one attack. The staff doesn't harm itself or the sorcerer, but its flames deal 2d to anything hit by them.
Focus Size: 5
Base Advantage: Innate Attack(Burning, 2d)(Mana dependent -10%, Costs 1 ER -5%, Follow-up: Quarterstaff -35%) 
Surefoot Necklace $700Edit
A surefoot necklace is normally composed of gravel strung on a necklace like pearls. A sorcerer that binds the surefoot necklace can spend 1 ER and touch a creature, causing a ring of pebbles to appear and orbit the touched creature's ankles. For one minute, whenever the touched creature would be knocked back, he divides the distance by 3. If that would reduce the knockback to less than one yard, the knockback is negated. Only one creature may be affected by the same surefoot amulet at a time, and the benefit ends if the sorcerer unbinds it.
Focus Size: 7
Base Advantage: Resistant(Knockback, 1/3)(Mana dependent -10%, Costs 1 ER -5%, Affects Others +50%) 
Wand of Mindfire $1000Edit
Wands of mindfire take the form of simple wooden wands, a little over 3 and a half inches long, topped with a purple ruby. A sorcerer that binds it can spend 2 ER and tap a creature with the wand, causing a halo of purple, heatless mindfire to surround the touched creature's head. For one minute, the touched creature adds a +3 bonus to IQ or Will whenever they resist mental effects dependent on mana (such as certain abilities of sorcerers and sages, but not disciples). Only one creature may be affected by the same wand of mindfire at a time, and the benefit ends if the sorcerer unbinds it.
Focus Size: 10
Base Advantage: Mind Shield 3(Mana dependent -10%, Costs 2 ER -10%, Affects Others +50%, Limited(Magic) -50%)