Encyclopedia Magical: Magic Items Rules |
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Magic Item CreationCreating a magic itemThe caster must prepare the item by successfully casting an Enchant [Substance] spell. The entire item must be enchanted at 1 point of POW per every 6 enc. Items composed of different materials can be enchanted with either Enchant [Substance] spell if less than 6 enc of any substance is present. If the item is large then each substance present must be enchanted separately. Once successfully prepared, the caster places the essence of a magic spell known to him/her into the prepared item by casting that spell using POW (POWx5 the cost of a divine magic spell) instead of magic points. Multiple spells can be cast into the object while it is being enchanted. Additional spells or levels of variable spells may be added later, but each new session requires that the item be re-enchanted. Each casting roll must also succeed against the caster's Enchant skill. Multiple casters may combine to create an item at the same time. Each must roll his own Enchant skill for each spell he is casting. If any roll is failed, then that spell is not placed into the item. The caster who failed may immediately try again, but at a cost of paying the POW again. An enchantment covers the target item as the normal spell would, if the object is in the proper shape. Protect or Shimmer, for example, can be enchanted into a complete set of clothes or armor if that outfit is being worn by someone when the ritual is cast. On the other hand, if a Shimmer spell were to be cast onto a sword, only that sword would be affected. In that case, the sword would be harder to strike for damage, and would also be harder to use and to parry. Unusual applications of spells can lead to strange objects. Additionl points of POW may be also used to place limiting conditions on the item at a rate of 1 POW per condition. Example: Cirur the Sage wishes to create a magic sword. He casts the an Enchantment ritual (expending one points of POW), on his sword, rolling under his chance to cast and his Enchant skill. He then casts Bladesharp 1 on the sword (expending an additional point of POW), again rolling under his Enchant skill. When finished, he has a sword which has a permanent Bladesharp 1 effect for a cost of 2 POW. Variable SpellsVariable spells are handled in the same manner as normal spells, except that higher enchantments may overlay smaller ones, but at a reduced POW cost. Thus, if one was to create a +1 sword (Bladesharp 1) it would cost 2 points of POW. If at a latter time one wishes to create a +3 sword (Bladesharp 3), the magician would need to successfully Enchant the sword (1 point of POW), then spend 3 POW for Bladesharp 3 less 1 POW which he spent previously. The total cost of all enchantments is 1+1+1+3-1=5 points of permanent POW. The cost would have been 4 points of POW if this was done all at once. Note that a sword with multiple levels of spell may be created one (or more) levels at a time over several sessions, but the cost is higher since every additional session requires an additional Enchantment. This makes it more feasible to create a high-level magic item without having to sacrifice a huge amount of POW at one gulp. Combination spells/effectsIt is possible to create unusual effects by combining two or more spells which are not normally combined. These results can vary, although it may be possible to create a ritual which produces reproducible results after much research. Results are determined by the GM. For example, combining Light with Fanaticism might produce a helmet which glows and causes Fanaticism in the wearer; or, a helm which causes Fanaticism only in darkness, or in the light; or some other reasonable effect. QualityThe quality of the item influences the chances of success. The chance of success is increased by +1% for each doubling of the value of the item, to a maximum of 20%. Example: if a dagger would normally cost 5sp, one created using a total of 10sp of materials would add a +1% chance to the caster's total chance of success; +20sp would add +2%, etc. Items which are free have no modification for success, barring GM's discretion. DrawbacksAn enchanted item cannot be re-augmented by the same spell. A +1 sword will have no benefit from a later casting of Bladesharp 1; Bladesharp 2 is necessary to give it a total of +10% to hit and +2 damage, but it will return to +5%/+1 damage after the spell expires. Also, an enchanted item is vulnerable to damage. It must make a resistance roll against any damage inflicted on it past 50% of its total armor points or else the magical effect is destroyed. Charged ItemsItems may be enchanted with charges that are expended rather than permanent effects. The cost to create the item is equal to the POW for the initial enchanting plus 1 POW for each 1d6 charges initially placed into the item. It is possible to recharge such an item by a ritual requiring a successful Enchant roll, and then casting the spell to be charged into the item six times for each charge created. Note that this is still a ritual, requiring a minimum of 1 hour. Any charges created beyond the maximum capacity of the object are lost. Instant spells may be placed into an appropriately prepared item. The casting time of a charged items is 1 SR no matter the MP of the spell. Sorcery and Instant SpellsExcept for Temporary and Charged items, sorcery and non-temporal (Instant) spells cannot be enchanted normally. It may be possible to create magic items with the permanent effect of such magic -- for example, a magical bandage that Heals anyone who wears it -- but the creation of such items is a Heroic feat, and at a minimum would cost five times normal POW cost to create. However, it is possible that a sorcery or an instant spell may be added into a mix with one or more other spells to affect the outcome. Attack SpellsAttack spells have an effective POW for the purpose of opposed resolution of the creator's POW at the time that the initial Enchantment was cast. ConditionsAll conditions which may be imparted to enchantments may also be imparted to Enchanted objects. Copyright 2000 by Peter Maranci. Edited by Leon Kirshtein (for my campaign) |
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