Enchanting

Enchanting is probably the most important aspect of magic. Not only does it provide a method to store power, but it allows anyone to use and abuse that power.

All enchanted items are crafted specifically for that purpose. The caster of the enchantment must either create the item themselves, requiring a craft skill roll; or they must have a skilled craftsman present during the entire enchantment process (min of one day each week). This is because the object being enchanted will need fine tuning as the process proceeds. Basically a craft roll is required at the start of the process, at the end of the process and once for each whole week the process takes.

The Process of enchanting an item may take from days to years, depending on its powers. The more powers an object is to have the longer the process will take. For this reason most enchanted objects have a single power.

In the following spell descriptions some spells will have a duration that depends on the item being enchanted, in a similar fashion to the Alchemy rules. Enchantments however draw all their power from spell stones and the caster, not from the materials of the object so weight is not a problem. The materials used however are of great concern, the finer the materials the quicker will be the process. Similar to the Alchemy rules the following table gives a guide to material effects.

Materials

Base Time Unit

Richly magical

1 day

Naturally magical

2 days

Slightly magical

3 days

Rare materials

5 days

Uncommon materials

7 days

Common materials

9 days

Very common materials

11 days

Examples of the types of materials and their groupings are as follows:

Richly Magical

Unicorn horn, Mature Dragons blood, Cockatrice feathers, demons life-amulet, Power Stones, Mithril.

Naturally Magical

Dragons skin, Undead remains, Pegasus feathers, most Monsters with special powers, pure metals.

Slightly Magical

Healing herbs, Giant Eagles feathers, other Monsters, stone.

Rare Materials

Diamonds, Hair from a hanged murderer, Tentacle from a giant squid, Tusk of a rhino, Elephant Ivory.

Uncommon Materials

Mandrake root, Crystals, Coffee beans from Far Brazil, Carnivores, Rare woods, silk.

Common Materials

Common Woods, Ice, Small common animals, manufactured items.

Very Common Materials

Very common woods (dominant to region), very common animals (mice), Rocks, Plants, Water, Air.

Common is a relative thing, and quite often perceptive. One man may consider salt to be rare whilst another might consider it very common. Common perception (sic) of the region should be the guide here. A region can be whatever the GM feels like using but 100 miles is a good size. This means that moving from one location to another will change the rating of the materials. This effect explains why many enchanters seek out of the way and strange places.

LABORATORY AND TOOLS.

People who intend to use enchantment spells will require a laboratory and tools of the trade. The level of the laboratory and the tools will be determined by the nature of the spells being used, and the quality of the materials. The highest spell used in the process determines the level of the enchantment. Note that costs here are variable, it depends on the amount of money you give out in the game. Basically a level 4 laboratory should be a very big investment.

Laboratory Costs

Spell Level

Cost

One

$5,000

Two

$20,000

Three

$40,000

Four

$80,000

Tools Cost.

The cost of tools is based on the lowest quality materials used in the enchantment.

Materials

Cost

Richly magical

$1,000

Naturally magical

$2,000

Slightly magical

$4,000

Rare materials

$8,000

Uncommon materials

$16,000

Common materials

$32,000

Very common materials

$64,000

Laboratory and Tools may be upgraded at anytime by paying the difference between the prices. An annual maintenance fee of 10% the total value is also required or they all drop one level each year.

SPELL STONES.

EENNCCHHAANNTTIINNGG

The source of all enchanting powers comes from the raw magical powers of Spell Stones. Unlike Alchemy, where only the material of the stone is needed, in Enchanting the power of the Stone has a fundamental effect on the process.

All enchanted items will use at least one entire spell stone, and the stone must have at least one charge remaining. In general the more charges remaining the better will be the chance of a successful enchantment.

Stones used in enchanting are consumed by the artifact created and cannot be recovered. The item created by the enchantment process is magical in nature, and can be recycled with this benefit.

ENCHANTMENT SPELLS

Enchanted items are created via the casting of the following spells in order: Cleanse, Shape, (Conditions), Embed, (Castings), Seal. The four base spells (Cleanse, Shape, Embed and Seal) must be cast successfully or the device is ruined. Other extra casting may be repeated.

CASTING ROLLS

Enchanting even a simple item can require a lot of casting rolls, and if any fail the item can be destroyed. You should ensure the best possible target number via whatever means you can. On optional rule you may allow is for each Base Time Period the enchanter increases the casting they will gain +1 to their target number. Thus an item with a base time of 7 days could use 9 days and gain +1 to all casting rolls that use that time period. The other option is to ensure you have a well stocked Dice Pool to draw upon.

If the casting fails and includes and 1's then the item is destroyed. With a normal failure, the caster can repeat the last casting (spell and time and charges, if a stone was being merged it will still be available) and retry.

I Caster Activation

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Use of the embedded spells (in the item) can only be triggered by the controller willing it to. This requires that they be in physical contact with the item.

This spell requires 1 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

Charge Spell

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Used with a Rechargeable item, each casting of this spell will restore one charge to an embedded power.

This spell requires 1 charge from a spell stone to be expended per charge restored.

#

Successes

Failures

1

2

3

II Charged Item

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Powers the embedded spell with multiple charges. These charges are created initially by the number of charges in the spell stones used. Multiple stones can be used (requiring multiple castings of this spell). Once used up the enchantment spell is lost (unless the item is made rechargeable).

A single stone with at least one charge is required to power this casting. The number of charges in the stones sets the number of charges.

#

Successes

Failures

1

2

3

I Cleanse

Cast

Active

Duration

Target

Method

Nature

Base x Level

Event

Event

Object

Touch

High

This is the starting point for all enchantments. The tools and materials being used must be ritually cleansed of all unwanted magical influences. Each item being enchanted must be treated separately. The casting time is the Base time multiplied by the highest level spell existing or being cast into the artifact.

This spell requires 1 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

Disguise

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

This spell is used to resist attempts to detect the enchanted item and to discover its powers and nature.

1. -1 to all attempts against the artifact.

2. -2 to all attempts against the artifact.

3. -3 to all attempts against the artifact.

4. -4 to all attempts against the artifact.

This spell requires 1 charge from a spell stone per level of spell to be expended.

#

Successes

Failures

1

2

3

III Embed

Cast

Active

Duration

Target

Method

Nature

Base x (No+1)

Event

Event

Object

Touch

High

The spells to be stored within the device must be embedded, then have the appropriate Castings made and finally Sealed. Each spell power is embedded and Sealed separately. The time to embed a spell is modified by the number of spells that

currently exist within the item. A second spell taking two times as long, a third spell three times etc. Further the casting base value for success is reduced by one for each extra spell over the first (for this process).

Spells of opposing natures cannot exist within a single enchanted item (re elemental spells).

This spell requires 1 charge from a spell stone to be expended, per spell.

#

Successes

Failures

1

2

3

Links

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

This group of spells links the use of the artifact to specific conditions, or it will not work.

1. Linked to single user, only that person can use the artifact.

2. Code word required to use the artifact.

3. List of conditions must be fulfilled, maximum 30 words.

4. Alignment/Faith linked, only correct alignment may use the artifact.

This spell requires 1 charge from a spell stone per level of spell to be expended.

#

Successes

Failures

1

2

3

I One Use

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Powers the embedded spell with one single charge, once the charge is expended the enchantment spell is lost. Not a commonly used spell due to high cost in spell stones. But useful to create an item then recycle it for another enchantment of greater power, the artifact now counting as magical in nature.

A single stone with at least one charge is required to power this casting.

#

Successes

Failures

1

2

3

IV Permanent Activation

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

The items power is always on. This requires an item created with at least 24 charges. Cannot be used with Instant Spells.

An on/off switch can be included if the creator wishes.

This spell requires 4 charges from a spell stone to be expended.

#

Successes

Failures

1

2

3

IV Permanent Charge

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

As per the Rechargeable spell but the spell has the ability to naturally recharge itself. The number of recharges is based on the number of spell stones committed to this spell for that purpose. Thus if 4 stones were committed to this spell then the item would have a recharge of 4 (the number of charges in the stone is not important).

This rate will be one charge per 24 hours, per spell stone used, after the first spell has been cast (the spell is not at maximum charge). The Charge spell may also be used to speed up the process.

A device with multiple permanent spells will re-power to the different spells in the same order that they were discharged.

If you are in a mana poor area then the recharge rate will drop one charge per penalty level applicable. A mana rich area has no effect on the recharge rate.

#

Successes

Failures

1

2

3

III Rechargeable

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Converts a Charged Item into a Rechargeable item, allowing charges to be restored to the device after it has been Sealed, by use of the Charge spell.

A single stone with at least one charge is required to power this casting.

#

Successes

Failures

1

2

3

III Response Activation

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Similar to the Triggered spell effect, but this spell has extended capacities allowing it to sense further and with a limited degree of thought. A response spell can sense anything its controller can sense, their group or anything in the same zone. This will allow it to detect possible targets other than its controller and target them. The event description and response must be less then 20 words. Be careful to avoid spells that require further action by the owner (thrown or fired spells). Responding with a fireball will only be good if the owner has a capacity the throw it, the artifact has no arms!

Eg: If anyone bound to me takes damage cast the Defence spell on George (who would have to be Bound to the controller to avoid the Touch requirement).

This spell requires 3 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

Paraphernalia

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

A one off special enchanting spell for casters. These items are useable by magic users to enhance their spell casting abilities in combat, primarily extending their reach. See Rods, Wands, Staves.

1. Wands: allows the preparation of a wand for bonding.

2. Rods: allows the preparation of a rod for bonding.

3. Staves: allows the preparation of a staff for bonding.

4. Bond: links the item above to the caster so they can use it as an extension of their body. This spell requires 1 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

Protections

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

These spells provide the artifact with protection against various forms of destruction. In all cases, except level IV, it provides a +3 in its favour. Higher level spells do include lower effects.

1. Protection vs elemental damage (natural forms of fire, cold, water etc)

2. Protection vs physical damage (unbreakable)

3. Protection vs magical damage

4. Specific destruction, the artifact may only be destroyed through a specific means. This should be generalised to some degree, like any volcano rather than a specific volcano etc.

This spell requires 1 charge from a spell stone per level of spell to be expended.

#

Successes

Failures

1

2

3

IV Seal

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

Lock in the spells and complete the enchantment process.

This spell requires 1 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

II Shape

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

The second step in the process. The physical form of the enchanted item must be decided and the relation of the components. This pattern is then embedded into the memory of the materials to allow them to bond more smoothly.

All option enchant spells (Permanent Charge etc) are cast at this time.

This spell requires 1 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

II Triggered Activation

Cast

Active

Duration

Target

Method

Nature

Base

Event

Event

Object

Touch

High

A trigger is a single event that must occur to which the spell will respond. A trigger spell gives the target spell (not the item) the ability to sense its surrounds and detect its activation effect. This sense normally only extends to the controller, the controllers group or the current zone, as set at the time this is cast. The event must be a single effect that can be described in ten words or less. The spell released is not capable of prediction or thought, it merely activates awaiting the controllers action. For this reason "self" targeting spells are usually used.

Eg: if I suffer damage, cast Healing

This spell requires 2 charge from a spell stone to be expended.

#

Successes

Failures

1

2

3

Example of enchanting.

George The enchanter wishes to create a Wand of Shock, a Combat Group spell at level IV. The wand will be made from oak, which is an uncommon material in the area, meaning the base time period per spell is 5 days. The wand will have Link (to himself only), Charged Item, Rechargeable, Caster Activation, Disguise II and Protection III enchantment spells as well.

He begins by Cleansing the oak material, casting roll at base 7, taking 5x4 (level IV spell) days. He then shapes the wand, taking a further 5 days, followed by 8 enchant spells, each taking 5 days. He will then embed the SHOCK spell with a Sealing after. This will take a further 10 days (5+5). This is a total of 75 days.

A spell stone will be needed for the casting of the Charged Item enchantment, which sets the base number of charges. Another is used to cast the Rechargeable enchantment. Further may be expended using the Charges spell to increase the base number of charges in the item. Another is used to Seal the enchantment. The number of charges the wand will have will depend on the power of the stones used during the Charged Item enchantment. Extra Charge spells can be cast during Shaping to give extra charges but each of these would

require 5 days! More than one power stone can be used, but each stone requires a new casting.

So the final result:

Cleansing - 20 days, 1 charge from a spell stone

Shaping - 5 days, 1 charge from a spell stone

Charged Item - 5 days, one stone setting base charges

Charges (x2) - 10 days, two extra stones for adding charges.

Rechargeable - 5 days, 1 spell stone

Link - 5 days, 1 charge from a spell stone

Caster Activation - 5 days, 1 charge from a spell stone

Disguise II - 5 days, 2 charge from a spell stone

Protection III - 5 days, 3 charge from a spell stone

Embed - 5 days, store the Shock IV spell into the item, 4 charges from spell stone

Seal - 5 days, 1 charge from a spell stone

Thus this item would be ready to use after 75 days. It includes a minimum of 13 successful castings. There will also be 12 successful craft rolls required, one at the start and end, and one for each full week of enchantment.