Difference between revisions of "Enchanting"

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[These rules are adapted from Wizards and Mystics page 14.]
[These rules are adapted from Wizards and Mystics page 14.]


Imbuing is the process of temporarily storing a magic effect in an inanimate object. These are commonly known as scrolls and potions, but may be made of any object such as an arrow, tea kettle, or carven figure.
Imbuing is the process of temporarily storing a magic effect in an inanimate object. These are commonly known as scrolls and potions, but may be made of any object such as an arrow, tea kettle, or carved figurine.


The process takes about an hour and works like any other spell test; all spell effects and options are chosen when the object is imbued and a critical failure does not destroy previously imbued objects. The spell is now stored within the object and can be activated instantly at any time, with a gesture or command word. Anybody who knows how to activate the imbued object can do so, even if they have no magical ability themselves.
The process takes about an hour and works like any other spell test; all spell effects and options are chosen when the object is imbued and a critical failure does not destroy previously imbued objects. The spell is now stored within the object and can be activated instantly at any time, with a command gesture or word. Anybody who knows how to activate the imbued object can do so, even if they have no magical ability themselves.


The magician's power point reserve is reduced by the amount used to imbue the object and do not regenerate until the imbued object is used. An imbued item deteriorates slowly as it is consumed by the magic within it. After a number of weeks equal to the number of power points used to create the object it crumbles and the power points can be regenerated by the magician. A magician may also disenchant the object if they are touching it.
The magician's power/spell points are reduced by the amount used to imbue the object and do not regenerate until the imbued object is used. An imbued item deteriorates slowly as it is consumed by the magic within it. After a number of weeks equal to the number of power/spell points used to create the object it crumbles and the power/spell points can be regenerated by the magician. A magician may also disenchant the object freely if they are touching it.


==Enchanting==
==Enchanting==
Enchanting works like imbuing but the object may be used multiple times. When an enchanted object is created the magician decides how many "charges" the item has and adds that many power points to the enchantment. For example, if a Wand of fire bolts was created it might need 6 power points (1 for bolt and 1 for each of 5 charges). As with Imbuing these power points are reserved by the enchanted object and don't regenerate.
[These rules are adapted from Arcane Devices, page 153; without "tinkering".]
 
Enchanting works like imbuing but the object may be used multiple times. When an enchanted object is created the magician decides how many "charges" the item has and adds that many power points to the enchantment. For example, if a Wand of fire bolts was created it might need 6 power points (1 for bolt and 1 for each of 5 charges). As with Imbuing these power points are reserved by the enchanted object and don't regenerate. The process requires about a day of focused effort.


An enchanted object deteriorates after a number of months equal to the power points used to create it. When it crumbles the power points can be regenerated. A magician may also disenchant the object if they are touching it.
An enchanted object deteriorates after a number of months equal to the power points used to create it. When it crumbles the power points can be regenerated. A magician may also disenchant the object if they are touching it.


==Artifacts==
==Artifacts==
Artifacts are enchanted objects that can regenerate their power points. Artifacts follow the Arcane Devices rules described on page 153 of Savage Worlds Adventure Edition. Artifacts deteriorate slowly, losing one power point per year until they crumble. Artifacts usually regenerate power points at a rate of one per hour.
Artifacts are enchanted objects that can regenerate their power points. Artifacts are created  in much the same way as imbued and enchanted items, but the effort required is much greater, about a week of focused effort.
 
Power points are expended and reserved in the same way as enchanted objects but will regenerate their own power points at a rate of one per hour. Artifacts will also deteriorate, but more slowly. They permanently lose one power point per year, returning that power point to the magician who created it. When the artifact has no power points remaining it crumbles and is useless.
 
 
==Artifact Personalities==


The powerful magic used to create artifacts results in an object with a personality of its own from the list below.  
The powerful magic used to create artifacts always results in an object with a personality of its own. This comes from either the elemental bound to the object or spontaneously from the tremendous amount of primal energy.


Arcane artifacts generate two emotions randomly and select a personality. Select a personality randomly when the artifact is created.
Arcane artifacts express their personality by glowing or vibrating and primal artifacts make the user feel content or anxious. Personalities are described below; when active the artifact glows or the user feels content. In the opposite condition the artifact vibrates annoyingly or the user feels anxious.


Artifact Personalities
Generate a personality randomly or spend an extra power point during creation to choose.
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# Soldier’s Savior -- You always know the direction of the closest house or inn.
# Addict: active when used to overindulge in drugs.
# Totemic -- The artifact is often recognized as being a true example of its craft, and will be appreciated and fawned over.
# Architect: active when used to build something that will be admired.
# Forewarning On occasion -- The artifact will ocasionally communicate with the bearer in their sleep or meditation, gifting them a cryptic omen of future events.
# Artist: active when used for creative creations, or in the presence of art.
# Battlebred -- The artifact will glow a sinister red color around areas that have experienced bloodshed recently.
# Autocrat: active when used to seek power and prominence for its own sake.
# Distorting -- The artifact shimmers constantly, it is always seen to be magical by anyone who views it.
# Barbaric: active when in the midst of a large battle, or the site of a large battle.
# Longing -- When left alone, after a short time the artifact will emit an annoying whine until it is reunited with its owner.
# Benefactor: active when used to protect the people around you.
# Wilderness -- The artifact guides the bearer carefully through the land, you leave no footprints.
# Bloodlust: active when attacking helpless or innocent people.
# Malice -- Any other creature who lifts this artifact suffers constant, annoying pain until they release it.
# Braggart: active when used to needlessly show off or demonstrate skill.
# Entertainer -- The artifact thrives in reveling after a success. It regains power points after a celebration that honors its victory.
# Bravo: active when used to bully others into submission.
# Bravado -- The artifact wants to be heard. If knocked against an inanimate object it will let out a booming noise that can be heard 100m feet away.
# Capitalist: active when used to make trade good and services for profit.
# Honourable -- The artifact will only deliver non-lethal damage to an unarmed creature.
# Caregiver: active when used to console others or show compassion.
# Homing -- You can use an action to mark your current location. For the next 24 hours the artifact will always be able to guide you back to that location.
# Caretaker: active when used to provide safety and sustenance.
# Violent -- When you are presented with the options, the artifact will try to subtlety push you in the direction that would see more bloodshed.
# Competitor: active when used to compete against somebody.
# Foefiend -- The artifact glows soft blue when in the presence of a creature intent on harming you.
# Conniver: active when used to convince others do your work for you.
# Serene -- When you are in a calm situation you will feel especially content and you regain power points twice as quickly.
# Coward: active when attempting to hide from something or somebody.
# Determined -- Finding yourself up against impossible odds will only harden your resolve, you cannot be stunned.
# Coward: active when used to flee from danger.
# Greedy -- The artifact will fill you with a lusting desire when an opportunity to increase your wealth presents itself. +1 on all wealth checks when selling goods or negotiating.
# Crusader: active when used to fight for an ideal strongly held by the user.
# Bashful -- You find the artifact warming slightly, filling you with a feeling of joy, whenever something embarrassing happens to anyone in sight.  
# Curmudgeon: active when a foretold disaster actually happens.
# Sinister -- Witnessing the downfall of others fills you with a sensation of happiness.
# Detective: active when used to solve a riddle or mystery.
# Thoughtful -- The artifact will encourage you to think of a creative solution, filling you with pride when these come to fruition.
# Deviant: active when flaunting laws or traditions for no personal gain.
# Glutton -- While in possession of the artifact you have a constant urge to eat.
# Director: active when used to lead others in a quest or cause.
# Artist -- The artifact regains power points when used to create something artistic.
# Explorer: active when discovering new places.
# Faithful: active when used to ignore logical answers and take action based only on belief.
# Gallant: active when used to seek attention and adulation from others.
# Gambler: active when used to attempt a very unlikely task.
# Gregarious: active when at a party or large gathering.
# Guru: active when used to lead others to spiritual fulfillment.
# Guru: active when used to lead others to spiritual fulfillment.
# Hunter: active when used to hunt animals for food.
# Judge: active when used to arbitrate an argument logically.
# Lazy: active when used to avoid responsibilities.
# Leader: active when used to set an example for others to follow.
# Loner: active when nobody else is nearby.
# Maniac: active when used to push beyond the limits of physical exhaustion.
# Martyr: active when used to sacrifice yourself for the greater good.
# Masochist: active when used to inflict suffering on itself or its user.
# Masquerader: active when attempting to hide your identity from authority.
# Meddler: active when attempting to aid others without their knowledge or consent.
# Omega: active when used to submit to the commands of another.
# Paragon: active when used for honest straight dealings and obvious purpose.
# Pedagogue: active when used to teach others.
# Perfectionist: active when redoing work to achieve a better result.
# Playful: active when used to play which children.
# Rebel: active when used to oppose established authorities.
# Reflective: active when used to meditate or daydream.
# Rogue: active when used to take what belongs to others for your own gain.
# Sadist: active when used to inflict pain and misery on others.
# Schadenfreude: active when bad things happen to others, through no action of your own.
# Scientist: active when used to understand the world through analytical methods.
# Shock Jock: active when used to inspire shock and disgust for show.
# Sociopath: active when used to bully or oppress weaker people.
# Soldier: active when used to fulfill your official duties.
# Temperamental: active when you get angry over inconsequential things.
# Thrill-Seeker: active when used to intentionally seek danger.
# Trickster: active when used to set a non-lethal prank for others.
# Troublemaker: active when attempting to cause a fight or sow unrest.
# Tycoon: active when used to acquire wealth and status.
# Unpredictable: active at random and inconvenient times.
# Vigilante: active when in the presence of a creature intent or harm.
# Wanderer: active when traveling to faraway places.


==Dwarven Alchemy==
==Dwarven Alchemy==

Revision as of 11:03, 29 July 2022

This page describes how to create long lasting magical effects such as imbuing, enchanting, performing rituals, brewing potions, and creating artifacts. These can be done with either arcane or primal magic and work in similar ways.

Imbuing

[These rules are adapted from Wizards and Mystics page 14.]

Imbuing is the process of temporarily storing a magic effect in an inanimate object. These are commonly known as scrolls and potions, but may be made of any object such as an arrow, tea kettle, or carved figurine.

The process takes about an hour and works like any other spell test; all spell effects and options are chosen when the object is imbued and a critical failure does not destroy previously imbued objects. The spell is now stored within the object and can be activated instantly at any time, with a command gesture or word. Anybody who knows how to activate the imbued object can do so, even if they have no magical ability themselves.

The magician's power/spell points are reduced by the amount used to imbue the object and do not regenerate until the imbued object is used. An imbued item deteriorates slowly as it is consumed by the magic within it. After a number of weeks equal to the number of power/spell points used to create the object it crumbles and the power/spell points can be regenerated by the magician. A magician may also disenchant the object freely if they are touching it.

Enchanting

[These rules are adapted from Arcane Devices, page 153; without "tinkering".]

Enchanting works like imbuing but the object may be used multiple times. When an enchanted object is created the magician decides how many "charges" the item has and adds that many power points to the enchantment. For example, if a Wand of fire bolts was created it might need 6 power points (1 for bolt and 1 for each of 5 charges). As with Imbuing these power points are reserved by the enchanted object and don't regenerate. The process requires about a day of focused effort.

An enchanted object deteriorates after a number of months equal to the power points used to create it. When it crumbles the power points can be regenerated. A magician may also disenchant the object if they are touching it.

Artifacts

Artifacts are enchanted objects that can regenerate their power points. Artifacts are created in much the same way as imbued and enchanted items, but the effort required is much greater, about a week of focused effort.

Power points are expended and reserved in the same way as enchanted objects but will regenerate their own power points at a rate of one per hour. Artifacts will also deteriorate, but more slowly. They permanently lose one power point per year, returning that power point to the magician who created it. When the artifact has no power points remaining it crumbles and is useless.


Artifact Personalities

The powerful magic used to create artifacts always results in an object with a personality of its own. This comes from either the elemental bound to the object or spontaneously from the tremendous amount of primal energy.

Arcane artifacts express their personality by glowing or vibrating and primal artifacts make the user feel content or anxious. Personalities are described below; when active the artifact glows or the user feels content. In the opposite condition the artifact vibrates annoyingly or the user feels anxious.

Generate a personality randomly or spend an extra power point during creation to choose.


  1. Addict: active when used to overindulge in drugs.
  2. Architect: active when used to build something that will be admired.
  3. Artist: active when used for creative creations, or in the presence of art.
  4. Autocrat: active when used to seek power and prominence for its own sake.
  5. Barbaric: active when in the midst of a large battle, or the site of a large battle.
  6. Benefactor: active when used to protect the people around you.
  7. Bloodlust: active when attacking helpless or innocent people.
  8. Braggart: active when used to needlessly show off or demonstrate skill.
  9. Bravo: active when used to bully others into submission.
  10. Capitalist: active when used to make trade good and services for profit.
  11. Caregiver: active when used to console others or show compassion.
  12. Caretaker: active when used to provide safety and sustenance.
  13. Competitor: active when used to compete against somebody.
  14. Conniver: active when used to convince others do your work for you.
  15. Coward: active when attempting to hide from something or somebody.
  16. Coward: active when used to flee from danger.
  17. Crusader: active when used to fight for an ideal strongly held by the user.
  18. Curmudgeon: active when a foretold disaster actually happens.
  19. Detective: active when used to solve a riddle or mystery.
  20. Deviant: active when flaunting laws or traditions for no personal gain.
  21. Director: active when used to lead others in a quest or cause.
  22. Explorer: active when discovering new places.
  23. Faithful: active when used to ignore logical answers and take action based only on belief.
  24. Gallant: active when used to seek attention and adulation from others.
  25. Gambler: active when used to attempt a very unlikely task.
  26. Gregarious: active when at a party or large gathering.
  27. Guru: active when used to lead others to spiritual fulfillment.
  28. Guru: active when used to lead others to spiritual fulfillment.
  29. Hunter: active when used to hunt animals for food.
  30. Judge: active when used to arbitrate an argument logically.
  31. Lazy: active when used to avoid responsibilities.
  32. Leader: active when used to set an example for others to follow.
  33. Loner: active when nobody else is nearby.
  34. Maniac: active when used to push beyond the limits of physical exhaustion.
  35. Martyr: active when used to sacrifice yourself for the greater good.
  36. Masochist: active when used to inflict suffering on itself or its user.
  37. Masquerader: active when attempting to hide your identity from authority.
  38. Meddler: active when attempting to aid others without their knowledge or consent.
  39. Omega: active when used to submit to the commands of another.
  40. Paragon: active when used for honest straight dealings and obvious purpose.
  41. Pedagogue: active when used to teach others.
  42. Perfectionist: active when redoing work to achieve a better result.
  43. Playful: active when used to play which children.
  44. Rebel: active when used to oppose established authorities.
  45. Reflective: active when used to meditate or daydream.
  46. Rogue: active when used to take what belongs to others for your own gain.
  47. Sadist: active when used to inflict pain and misery on others.
  48. Schadenfreude: active when bad things happen to others, through no action of your own.
  49. Scientist: active when used to understand the world through analytical methods.
  50. Shock Jock: active when used to inspire shock and disgust for show.
  51. Sociopath: active when used to bully or oppress weaker people.
  52. Soldier: active when used to fulfill your official duties.
  53. Temperamental: active when you get angry over inconsequential things.
  54. Thrill-Seeker: active when used to intentionally seek danger.
  55. Trickster: active when used to set a non-lethal prank for others.
  56. Troublemaker: active when attempting to cause a fight or sow unrest.
  57. Tycoon: active when used to acquire wealth and status.
  58. Unpredictable: active at random and inconvenient times.
  59. Vigilante: active when in the presence of a creature intent or harm.
  60. Wanderer: active when traveling to faraway places.

Dwarven Alchemy

Elven Ceremonies