Artifact Enchantment

July 20, 2017 | Author: garytrashbucket | Category: Magician (Fantasy), Magic (Paranormal), Soul, Id, Morality
Share Embed Donate


Short Description

Download Artifact Enchantment...

Description

By Gary Ashburn Art Provided by Kelestia Productions Ltd. Trademarks

“Hârn” and all compound terms & words containing the word “Hârn”, and all major placenames are trademarks of Keléstia Productions Ltd.

Statement of Derivation

This fanon publication is based upon the original copyright work of N. Robin Crossby & Keléstia Productions Ltd. No challenge to such intellectual rights as may pertain is intended or implied.

Statement of Compliance

This publication is in compliance with the Keléstia Productions Fanon License as approved by Keléstia Productions Ltd.

Copyright © 2011 Gary Asburn & Keléstia Productions Ltd. All rights reserved. Hârn™ is a trademark of Arien Crossby and Keléstia Productions Ltd.

Artifact Enchantment

I

NTRODUCTION

PURPOSE OF THIS PUBLICATION This guide provides detailed rules for the creation of magic items in the Harn Master rule systems. It is intended as a role-playing aid for gamemasters and players whose Shek-P’var player characters are attempting the creation of permanent magical items. Creating magic items of the type detailed in this book is an activity for advanced mage characters. Players and gamemasters should be experienced already with the process of developing new spell descriptions and familiar with many of the optional rules associated with spell casting. For experienced mages this book is a recipe list of spells and ideas for the creation of new and improved magical items. Hopefully you will find this book to be very useful and even GMs with their own theory, style or framework for the creation of magic items will have no trouble extracting individual ideas from this guide and implementing them in their campaign.

RULE SYSTEM This guide is not about any particular version of the rules but about introducing a framework for the creation of magic items that is logical, consistent, and useful. While some modified rules and spells are discussed in great detail the framework and ideas introduced should be easily adapted to any HM campaign. The series of spells used in this guide for enchanting artifacts is the one introduced in the original Harn Master (HM1) because the HM1 sequence is the most straightforward for discussing the theory of artifact enchantment. Even though this guide uses the HM1 sequence for introducing the framework it possible to use the spells and sequence from the other Harn Master rule systems and even combining the different versions in the same campaign. (Enchanting Items in other versions of the Rules is discussed later on p.12.) Each version of HarnMaster has introduced different versions of spells with similar or identical names. While the spell descriptions change in each version of the rules the spells’ function in the framework of enchanting magical items remain largely the same. Where modified again in this document the descriptions are generally expanded to add detail to the spells’ use, how they work with other spells, and to better fit the atmosphere of Harn.

Artifact Enchantment

FORM AND PRINCIPLE Throughout this guide the Form and Principle model for Shek-P’var magic is a central motif and is an important part of the theory of magical item creation. The magic-rare atmosphere for HarnWorld is also a major consideration and some changes have been introduced that enhance logic and playability. Different rules for spell casting fatigue exist in each of the magic rules supplements. Fatigue in one may be 5 points per complexity while in another it is a multiple of (15-SI) (which at SI 5 closely resembles 5 points per complexity). For several reasons in this document spell casting fatigue is assumed to be 5 points per-complexity-level for a cast spell. Discussing fatigue costs as “5 per complexity” (instead of a variable number) results in a much simpler conversation. Wherever desired convert “5 points per-complexitylevel” to “(15-SI)*X.0” with the following note: As a standard part of the form and principle model half of spell casting fatigue is assumed to be due to the effort of creating the spell form and the other half is incurred in the summoning of elemental principle to power the spell. There are a variety of circumstances where the mage is providing only the principle (energy) or only the form. When this happens the fatigue the mage receives is half the usual amount - ~2.5 points per complexity level (fatigue or EP). When working with devices it is typically the case that the mage will be providing either form or principle - or neither. For more on this see “On Form and Principle”

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 1

G

UIDE TO

ARTIFACT ENHANCEMENT

The enchantment of magical items (major artifacts) is the height of the mage’s craft using and expanding on most the skills taught to them as apprentices and requiring the understanding and ability to combine these towards the creation of a single permanent construct. The simplest of major artifacts involves at least three enchantments: a ward, an ego and at least one power or ability. All mavari are taught of warding and false soul - at least in theory. Some will be taught basic spells for these, others will need to create (or discover) them on their own. Before becoming shenava Shek-P’var will need to master and learn to use warding and false soul in combination with other spells - and even having done so they will have barely begun as enchanters. It is generally only as shenava that a mage will master many more spells needed for the creation of more complex artifacts. A Shek-P’var aspiring to become a shenava is commonly expected to produce a permanently enchanted artifact as a demonstration of the mastery of their craft. Accomplishing all that needs to be done to create a simple major artifact may occupy more of a satia-mavar’s year-and-a-day than any other single endeavor.

Minor and Major Artifacts Minor artifacts make up the vast majority of magical items produced and used. They include foci, periapts and stored spells of the simplest types. A permanent EGO is the difference between a major and minor artifact. Just as a mage requires an aura to manipulate magic, magical artifacts require EGO to accomplish anything beyond the most basic storage and release of magical energies. EGO is commonly formed in a device as a fabricated soul or personality of the most basic sort - a “false soul”. Some other methods of achieving an EGO include making a copy of a whole or partial personality, or employing part or all of a living aura from an animal or elemental spirit. In extremely rare cases it has been known for mages to develop spells to split off a portion of their own aura, or use the aura of a dying person*.

Artifact Ehancement

* Interfering with the normal disposition of human souls is an offense against the gods. It is considered witchcraft by the churches and punished with some of the most horrible and painful deaths imaginable. Nor is careless use of such magic condoned by the Shek-P’var. Even the most well intentioned uses of such magic are ethically precarious and may be considered renegade actions by members of the Brotherhood.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

2 Artifact Enchantment WARDING In order for an artifact to be imbued with EGO a containment must be created capable of encompassing both the physical dimensions of the artifact and the indefinable dimension of the spirit. To do that the physical object must be whole and in excellent condition (especially free from any hidden internal flaws or imperfections) and then enchanted to allow it to encompass the spiritual realm. As a general class of spell effects, “warding” spells protect an object from harm by encompassing, protecting, and/or strengthening it. Some wards extend into the ethereal realm preventing the passage of spirits and other non-physical things. Ward of Akana is a prime example of an object warding spell that can both physically protect an object and also allow it to contain and protect a spiritual essence. Containing a spiritual essence is not this spell’s primary design but is an extension of the spell’s ability to affect spiritual creatures. When cast with great care and skill (and a little luck) it can completely encompass and contain a spiritual essence in an object. Though many spellcasters will eventually seek out more powerful warding spells for the enchantment of major artifacts, Ward of Akana is the spell most commonly employed by Shek-P’var for crafting their first magical artefacts. Not all warding spells can achieve a spiritual containment sufficient for the creation of a major artifact: the 1st complexity spell Ward of Sirik produces only a physical object warding and Tharasin’s Ward (J/V) is a physical object warding that increases the protective value of worn armor. There are also spells that exist which provide only a spiritual warding (with no physical ward) for the purpose of containing an object EGO (there are some versions of the False Soul spell that fall into this category).

Artifact Ehancement

To create a major artifact with a false soul using Ward of Akana a caster must be intrinsically involved in the crafting/growing of the item – and achieve a CS. It is not likely to conceal the magical nature of enchanting an object with Ward of Akana from a craftsman working to create the item. Obviously it is also not permissible to initiate a kvikir to the secrets of the ShekP’var for any reason. For many mages the first step in crafting a major magic al artifact is to either: (1) identify appropriate items a mage can create, (2) develop magical means of producing such items, or (3) acquire sufficient skill in the requisite mundane craft to produce the item independently. Also, it is sometimes possible to enlist the aid of object crafters who are members of the Shek-P’var. Ward of Akana and False Soul can be improved in the crafting of temporary items. With greater mastery hiring a Shek-P’var craftsman for a single permanent project may not be unreasonable.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 3 EGO INSTALLING EGO Achievement of a full and complete warding should be immediately obvious to the caster. It is then that the mage must consider whether the additional time and effort required to install an EGO in the object is warranted. Casting False Soul into an object with temporary duration is frequently performed for practice but seldom is a false soul installed in an object with permanent or indefinite duration without the intention to also follow with a number of major EGO based enchantments. At that point the artifact’s creation shifts from the crafter’s bench to the mage’s sanctum. To call the additional time spent in installing an EGO “crafting time” is true only in the magical sense. The physical object is complete – it is only the ward itself that remains unfinished. What remains to be done is the installation of an EGO into the heart of the ward. The time required for this step varies depending on the spell and nature of the EGO being installed. Creation of a false soul can be very time consuming while installing a prepared EGO may be very quick.

FALSE SOUL Constructed EGOs using the spell False Soul tend to be of the most basic sort. Most such false souls tend to be a blank slate following a number of relatively simple directives. Advanced crafters of the False Soul spell may install a basic ability to judge the user’s morality and a range with which the object will find compatible. Expert crafters may even be able to install a purpose and the ability to judge whether various actions are appropriate to that purpose. An object with a purpose might work its powers only in the hands of those seemingly engaged in aiding its purpose - or may be enchanted to work only for a particular person, family or sect. However, an EGO from a false soul is not a sentient being. It does not think, speak, take action on its own, or employ its powers at its own discretion. It can’t even be asked to follow simple directions beyond its original design (like: wait 5 seconds after I drop you and then activate “XX”).

Although Ward of Akana usually only accomplishes sufficient spiritual containment for a lasting false soul in combination with a permanent duration they are not always related. Wards of permanent duration without the ability to contain EGO and wards that contain EGO that are of indefinite (or even temporary duration) exist. Even when a ward can contain a false soul the duration of False Soul is limited by the duration of the ward - if the ward is damaged, degraded or dispelled the false soul created in the item will dissipate and the spell will end.

Not all false souls are passive. Shek-P’var 2nd ed. Enriched Magic p.32 discusses a wide range of natural and synthetic EGO possibilities and options. (SHEK-PVAR 32 is reprinted with permission on p.14)

OTHER EGO SPELLS Other spells can create EGOs that have personality – either constructed or a reflection or copy of an actual personality. Alternately it is possible with some spells/convocations to install an actual soul or spirit into a major artifact - trapping a spirit, an elemental, or a human soul to provide EGO for a Major Magical device. Such spirits may have personalities, language abilities, etc. and some can plan or take independent action. Though such spirits often create the strongest EGOs they also tend to be the hardest to control or use.

Artifact Ehancement

Most intelligent spirits (one might say “nearly all”) adapt poorly to being caged in an indestructible box, cut off forever from normal senses and asked to follow the commands of anyone who picks them up.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

4 Artifact Enchantment THE ROLE OF EGO A major artifact may have multiple powers - the amount of EGO available determines how many. Each major power “occupies” a certain number of EGO points from those available. One factor in the creation of major artifacts is that it is never known exactly how much EGO will be available for a project until the False Soul spell is completed. A mage should have a number of plans available to cope with differing amounts of EGO. Frustrations occur on both ends of the scale: either having too little EGO to complete a project as planned or having a lot of EGO and having no enchantments available to take advantage of it. The powers and abilities of a major artifact are endlessly varied. Psionic abilities, detections, enhancements, banes vs. certain creatures, protections, spell powers, energy founts and recharges are some of the most common but powers can include just about anything a mage can imagine and create a spell to install into an item. Each ability consumes a portion of the available EGO so if numerous abilities are available the limiting factor in an item’s powers is the amount of EGO. Different spells provide differing amounts of EGO and often the amount of EGO produced is also a factor of luck and skill. As mages attempt more complex and powerful magic items they will seek out more powerful spells and attempt to master them to increase the EGO available. For some powerful items mages use spells that provide more EGO than False Soul is capable of providing. There are spells that can draw on a living aura carving out pieces of the caster’s aura, employ minor spirits, or capture whole personalities. Finally some mages are even driven to capturing and compelling powerful spirits. There are limits to how long a mage can expect to survive carving off portions of their own soul, dealing with powerful spirits or being hunted as a renegade. Most mages are well served by learning a powerful version of the False Soul spell and perfecting it as much as possible, mastering the individual spells that install the powers into the device and then finding a way to work within the limits of the EGO they have available.

Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 5 Major Artifact Powers Creating a major artifact with Ward of Akana and False Soul is a significant achievement but the achievement is of limited use unless the mage has the spells ready to install further powers. Once a mage has procured a means of producing high quality items they should consider what spells or abilities an object is to be enchanted with. Days of time and many attempts will be made to produce a properly warded item, the mage will spend even more time mastering, and then installing, a false soul only then to finally attempt the first major enchantment. The EGO allows the mage to install a limited number of powers into a magical object. The powers may be passive unpowered abilities or can be active enchantments that require energy to power them. If the ability is to be a powered one the crafter should consider whether the energy will be stored in the object or if the user will have to summon and channel energy in order to use it. If the object is to store the energy used to power its enchantments some of the item’s EGO will have to be devoted to the energy store. A spell FOUNT (or another similar spell) can be used to create such an energy store. A major artifact may have multiple abilities and each will draw on the FOUNT’s energy reserve. If the Artifact contains only passive abilities or if any powered abilities are to be powered by its user the number of enchantments the crafter can install in the items is greatly increased. Each enchantment requires a portion of the item’s EGO. As a mage’s skill in False Soul increases the EGO of the device also increases. In order to craft artifacts with more enchantments and abilities may require a mage to significantly increase their skill with False Soul or find more powerful versions of the spell. The mage should consider the EGO he may have available to store different powers, how those powers will be used by the item’s holder, and consider mastering a number of additional spells.

To create a major artifact the mage will have to master a means of building a well crafted and appropriate convocational item, Ward of Akana, False Soul, and at least one enchantment. Passive abilities require no additional energy to allow their function. Generally simple sharpness, warding, and EML bonuses are passive. Some minor abilities (a mild glow or detecting the presence of something near) require so little energy that it can be neglected. Active abilities include the ability to cause various spell effects. Generation of heat, cold, or light, projecting energy, shattering objects at a distance, or clouding men’s minds may all be examples of powered abilities. Mages building powered abilities may consider learning the spells STORE, FOUNT, and RESURGE. These hard to procure neutral spells are commonly used in creating major artifacts with powered abilities – allowing for the storing of spell forms into an object and/or gathering and storing the energy needed to power the effects.

POWERING ABILITIES Passive abilities are usually an effect that is on all the time or are low energy effects that don’t require a devoted energy source. Active powers are often triggered effects that require energy to power them. Many active powers are effectively stored spell forms just waiting for the energy and the right conditions to be able to cast. In some cases it is possible to have an active ability that is “always on” by the combination of a long duration effect and recharge rate able to supply enough energy to trigger again before the effect has worn off.

Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

6 Artifact Enchantment When a mage sets up a device with both an active ability and an internal energy supply the two are created in as ideal a balance as the mage can achieve. The spell form is already created and the principle is stored in the object ready to be released. When the device’s EGO determines the conditions are met principle flows into the form and the power activates – casting almost instantly. A mage powering major artifacts directly (instead of by an installed power source) faces the same issues as a mage powering any stored spell form without an energy source. For a mage to provide the energy to cast the spell they need to spend time to summon the correct convocational principle to power the device*. Also, it would be best if they knew the spell being cast. Summoning principle is very quick. It is normally done in parallel with or in the last moments of casting a spell and takes less time than even the shortest spell – approximately 2-5 seconds or (15-SI)*0.5 sec. For a mage directly supplying principle to a device the power’s Target EML is averaged with the mage’s to determine the combined EML. If the mage doesn’t know the exact spell in the device he is attempting to power then experience with a similar spell or with another spell of the convocation can offer a better chance of activating the device than no knowledge at all. The mage’s EML is also affected by all normal physical penalties and bonuses (eg. focus, injury, fatigue) though they become halved in effect when averaged with the device EML. Activating Abilities Passive abilities are usually on all the time and don’t require activation. They usually provide a constant bonus (like a +5 to EML or +2 to edge impact). Most activated powers behave like casting a spell. It has a chance to succeed or fail and a chance to achieve critical success (or failure). Also, the power has an effect that is noted along with what effect critical successes or failures may cause. Most magic items listed in the books seem to just operate with no chance of failure – this is how it should be. A magic item created by a master artificer should operate practically 100% of the time but a mage creating his first items will probably not have access to the spells to make an item of that dependability. A mage casting a spell has both an ML and an EML whereas, for simplicity, a stored spell is recorded with the just the ML of the caster at time of storing. It is not unreasonable to assume that most installed powers will have a 100% chance of operation but that is not always the case.

Artifact Ehancement

Best of

Mage’s EML*

Combined EML

Same Spell

EML

(EMLdevice + EMLmage )/2

Similar Spell

EML-20

(EMLdevice + EMLmage )/2 -10

Convocation

EML-40

(EMLdevice + EMLmage )/2 -20

none

0

(EMLdevice )/2

* When comparing a similar or convocational spell the mage knows, the Mage’s effective EML can be further modified by +5 per complexity higher or -5 per complexity lower than the complexity of the spell power being powered/emulated. A mage could draw energy from an energy storage device to power the device. Drawing principle from an energy storage device takes no time but still requires the mage to know what flavor and magnitude of convocational energy to provide.

There are passive abilities that are always on but have a chance to achieve a particular effect. For example an item with a detection power that is 85% likely per round to glow whenever gargun are within 100’ (and that, my lad, is when you have to be most careful).

Chance of successful operation is usually best when an item is powered by an installed energy supply (cf. Fount). Other methods of powering abilities may be much less reliable.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 7 When a major artifact power is added to a device effect is recorded – either the listing the specific effects or just noting the spell name and ML level that the effect is activated at. The chance of the power operating, its “Target EML”, will be the ML of the spell plus as many bonuses for careful spell crafting as the mage can arrange. Also, the mage should be free of any impediments that could negatively affect his work (injury, encumbrance, etc). Most bonuses and penalties will become a permanent part of the power’s Target EML. Anything that can affect the quality and detail of crafting the spell form modifies the Target EML. Typically focus, gestures, cant, music, dance, memorization, etc. are included, while location bonuses like sanctum, magical hot spots or crafting in Yashain are not. Environmental bonuses will enhance spell casting and magical item operation when in the area but is not part of the permanent Target EML. For example: on one particular day in the crafting of this particular magic item the mage installs the Orb of Zatara (ML81) power using Store. The mage is in a sanctum with a +10 bonus and employing a 10 point peleahn focus. The mage is injury and fatigue free and is employing gesture (+5) and cant (+5). In the crafting of this power Orb of Zatara receives a permanent EML bonus 20 (gesture, cant, focus) with an ML of effect of 81 and a Target EML of 101. The role of EGO in the design and activation of powers cannot be understated. The EGO is the central hub of a major artifact’s operation. Without an EGO a device is limited to a single power and somewhat limited conditions on the triggering of that power. Whether a False Soul or an installed intelligence the EGO allows for multiple powers to be installed in a single device and provides for the activation and control of each one. With False Soul the degree of complexity for triggering conditions on powers can be very high - when created with a purpose or morality the False Soul goes beyond simple triggering conditions to actually make judgments on actions or people and the effect they will have. Other types of EGO will each have their own limits as to the complexity of instructions they can be expected to follow.

Artifact Ehancement

With suitable preparation a device crafter can expect EML bonuses of 20 points or more.

It may also be reasonable to give a +10 to the Target EML when a power is installed with a CS.

If a major artifact is designed to activate a particular power under specific conditions it could be designed to note a failure to operate correctly and decide whether it is appropriate to trigger again automatically (assuming an internal energy supply capable of supporting that action).

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

8 Artifact Enchantment Example Artifacts EXAMPLE 1 (RIGHT) A shield is enchanted with the powers THERIS’ CHARM and SWORDBREAKER. Both abilities are passive powers inherent to every strike and require no action on the part of the user, no energy supply and no separate success roll for each use (nor can it CF).

EXAMPLE 2 (RIGHT) An iron bound staff is to be given two active powers: CARESS OF PELENA(PI) and ORB OF ZATARA(PIII) using STORE(N/IV) to place the spell forms within the object - each spell ability occupies as many EGO points as the complexity of the spell. The ML of the caster for each spell is recorded as the Target EML for the power to activate. Both powers require energy to power them so the caster also installs FOUNT OF POWER (IV) a passive ability that at SI6 can store up to 4x(6)=24 EP. As these powers occupy only 7 of the 14 ego available the caster also elects to attempt to install a RESURGE that will recharge the FOUNT. The RESURGE (IV/36) will recharge EPs at a rate of (4x3)=12 points every 5 hours. Caress of Pelena is 1st complexity requiring (2.5xComplexity) 2.5 EP per activation. Orb of Zatara is 3rd requiring 7.5 EP (2.5xComplexity) per activation. The Fount is 24 EP and the Resurge is 12 EP per 5 hours. Converting EP to charges for convenience with 2.5 EP per charge: The Staff has 10 charges and recharges 1 charge per hour. Caress of Pelena (1 charge) activates with a ML of effect of 91 and Target EML of 111 inflicting mundane burns of 1d6+9 (MS) or 2d6+9 (CS) by touch when swung at a living target or whenever the command word ‘ZOT’ is spoken. Orb of Zatara (3 charges)(from example on last page) activates with a ML of effect of 81 Target EML of 101. Maximum range is (ML yards) 81 yards. Activates when pointed at a target and the command word ‘ZANG’ is spoken. If the staff is empty of charges (or even if the mage just wants to power it himself) he can activate the power normally and summon the principal to power it without using charges. If the staff didn’t have a FOUNT this would be the normal method of operation. With the mage providing the principle though the mage’s EML is averaged with the Target EML of the power. (Obviously a non-mage does not have this option.)

Example 1: Weapon Power is installed in Shield Shield: WQ13, Ward of Akana CS = +3WQ, False Soul: EGO 7 Total WQ: 16* THERIS’ CHARM (IV) occupies 3 EGO, Caster ML: 51 MS, passive – +5 to Weapon EML. SWORDBREAKER (IV) occupies 3 EGO, Caster ML: 81 MS, passive (no activation roll and no energy required) – adds 1d4 to effect of a WQ weapon breaking roll

Example 2: Spell Powers installed in a staff Staff: WQ12, Ward of Akana CS: +3WQ, False Soul: EGO 14, Total WQ: 15* Caress of Pelena(I) occupies 1 EGO, Caster ML: 91, active – Target Level: 111 Cost: 2.5 EP (1 charge). Inflicts mundane burns of 1d6+9 (MS) or 2d6+9 (CS) by touch. Activates when swung at a living target or whenever the command word ‘ZOT’ is spoken. Orb of Zatara(III) occupies 3 EGO, Caster ML: 81 MS, active – Target Level: 81 Cost: 7.5 EP (3 charges) . Activates when pointed at a target and the command word ‘ZANG’ is spoken. Fount of Power (IV) occupies 3 EGO, Caster ML: 61 MS, Capacity (IVx6)=24 EP (10 charges). Resurge (IV) occupies 2 EGO, Caster ML: 36 MS, Capacity (IVx3)=12 EP every 5 hours (1 charge per hour).

Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 9

N

OTES AND

REFERENCES

ON FORM AND PRINCIPLE Form and Principle And when the student has mastered himself shall he then be taught the making of the receptacle into which the principle of power may be laid, to impose upon the principle its form and nature. Only when the student has attained this knowledge may he learn the hidden incant wherewith he can call forth the principle itself... -Genin, On Learning the Art

An electronic circuit could be considered like a spell form for electrical energy. Resistors, capacitors and inductors forming a complex channel that shapes and distributes electrical energy. The form sits there inert until the proper energy is applied. For a complex circuit like a radio when the right energy is applied the energy flows thru all the channels and produces the desired effect. Apply the wrong electrical energy and the radio makes a bright flash, explodes and catches the house on fire. Similarly, the radio doesn’t function well using other types of energy. Applying pneumatic pressure or sunlight will not cause it to function and using water or heat could be dangerous. Each convocation has its own principle, its own type of energy, and spell forms of different convocations each use different methods and pieces to channel and guide the energy. The spell form is constructed psychokinetically by the mage and held in place by his will while ethereal energies are released to flow through and create the spell effect. A spell consists of a form and applied principle. The form can be created by the mage at the time of casting or may have been created earlier and stored. Similarly the mage can gather and release the energy at the same time he creates the spell form or he can gather the energy and store it away for use later. Some devices can also gather and store energy. As long as the spell form is provided with the right type of energy the right way (at the right magnitude, frequency, temperature, etc) the spell should activate.

Artifact Ehancement

Spells consist of two parts, Form and Principle. The Form may be thought of as a container which catches, contains, shapes, and channels the force(s) or Principle(s) that drive the spell. The Form is a, usually invisible, product of the mage’s mentalemotional discipline and force of will. The Principle is the raw, elemental “metaforce”, the power that drives the spell. Common practice is for the spellcaster to “construct” a Form, and only when he has decided it is “good” (safe), to summon the Principle. The typical spell demands somewhat more energy (acquires most of its fatigue) to construct its Form than to summon its Principle. Except for the fatigue expenditure, a mage could safely construct and discard Form after Form without any real danger, but summoning a Principle is another, far more dangerous matter. -Shek-P’var 2nd ed. Enriched Magic p.24

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

10 Artifact Enchantment If a prepared spell form is available and the mage knows the right energy to apply it all he has to do is summon the energy. If he has the right energy stored in a device already he can use that. There are devices that store spell forms and devices that store principle. There are devices that do both – or may even have solar panels that can convert energy and charge up the batteries while not in use. Using a device to save the effort of building a radio from scratch every time you want to listen to music saves a lot of time and effort – as does having a supply of batteries on hand rather than traveling down to the store for a couple at a time. Whenever possible most mages will prepare ahead of time to have a spell form or a supply of principle on hand. Preparing ahead of time is safer, faster and less fatiguing than casting spells in distracting environments. As discussed in the sidebar (previous page) the fatigue costs for form and principle are each considered half of the total. Gathering principle can usually be done in parallel with creating a spell form but when done alone it is very quickly (15-SI)*0.5 sec. Creating a spell form without having to supply the energy is less fatiguing but takes the whole normal casting time.

Artifact Ehancement

In Shek-P’var 2nd ed. spells typically fall into 3 categories: high, medium and low energy spells – and correspondingly high, medium and low fatigue. It is certain that for the low energy spells most of the fatigue is from construction of the spell form. Medium and high energy spells are probably closer to half or even more fatigue from summoning principle. The fatigue multiples used would suggest that the relative proportions also varied depending on complexity (with higher complexity spells tending to an even higher proportion of effort constructing the spell form). For simplicity and convenience though assuming form and principle each as half of the total seems to work the best.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 11 Advantages of using Artifacts Using devices is often to a mage’s advantage. When employing a device’s active powers using its own internal energy supply the user is not even involved. “It’s so easy even a kvikir can do it.” Once the triggering conditions are met the power triggers almost instantly, costs the user zero fatigue, and the EML is the device’s Target Level regardless of whatever penalties and bonuses the caster has. Even when the mage is powering a device directly the mage avoids having to create a spell form each casting. The mage can summon principle very quickly, and the fatigue is half normal spell fatigue. The effects of any physical penalties are also halved (though the effects are limited to whatever the device can achieve not what the mage himself can do). Even when a device has sufficient internal EP the mage can still elect to power the device himself. Energy sources such as Periapts or Artifacts of Power can be used to power a device (time and Target Level as for directly powering) or they can be used to power any other spell of the same convocation. The mage creates a spell form or activates a device like normal but instead of summoning principle he supplies energy stored in the device. If the mage is using energy from a device to supply a spell form he created himself it doesn’t change anything about the spell’s casting time, effects or ML. The mage suffers fatigue from the spell form but if the device has enough EP it can do the rest. If he is using energy from a device to supply energy to a spell form he didn’t just cast he better know all about what type of energy and how much it requires (not just that the energy supply is of the right convocation). If his EML in the spell and the device’s EML are different they are averaged to figure out the total. Benefit: he didn’t create the form or the summon the principle, his fatigue is zero he just guided the right energy from one to the other. However, since he didn’t build the form the effects are limited to whatever the device or stored spell is set up to do.

Artifact Ehancement

Summoning principle during spell casting is usually done in parallel with creation of the spell form but when done alone it can be done in less time than even the fastest spell: (15-SI)*0.5 sec.

A mage providing energy to a spell form needs to send the energy with the composition the spell form is designed to receive. The mage’s EML and the device’s EML are averaged. If the mage doesn’t know the exact spell his knowledge of similar spells may help. (See Powering Abilities p.5)

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

12 Artifact Enchantment Artifact Control Checks With regard to Artifact Control Checks a basic False Soul is little more than a helpful interface for the user to employ/direct the special powers of the artifact. If using the powers of the device normally there is no need for a control check. The False Soul determines when the user is attempting to use the device (for example with a triggering action or command word) and allows activation of the power. If the user is unaware of the proper triggering of the item’s power a control check might be allowed to activate the ability. An artifact with a morality may find exception to a user’s morality or actions. If this occurs a control check may be required to activate the item’s powers. In some cases an artifact may have the ability to act against the user – a control check may allow the user to avoid this on a temporary basis. An artifact may also be given a purpose. To implement this purpose the artifact has been given basic reasoning abilities and the ability to activate/restrict use of some/all of its powers to accomplish the purpose. In some cases the object may be set up to be extremely helpful and accepting of a user’s wants. In other cases the object may have been created with extremely strict interpretation of its activation parameters. Despite any Control Checks an artifact cannot be made to do something it was not designed to do (or designed not to do) though a Successful Control check may mean that the object has been fooled into thinking its parameters have been satisfied. For most control checks a user would need to exceed the object’s success level. A control check is never required to operate the device in the way it was designed to be operated. If designed to trigger its ability when pointed at a target and a command word is spoken than it will do so. If it is not strictly limited to following an exact procedure, something close to the procedure may work – or a simple control check could allow the ability to trigger anyway. A simple control check the user need only equal or better the object’s success level. A simple check might be appropriate if the purpose of the false soul is to help activate the ability but that the user is not triggering it correctly. (If a device is intended to function only when correctly activated then a moderate check would be used.) A difficult control check would apply for an artifact being made to operate opposite to its purpose. For example: to NOT activate a power when meeting its designated target or to activate when clearly opposite to its morality or purpose. A user would need to exceed the object’s success level by two or more levels of success. Intelligent Artifacts can be even more difficult to Artifact Ehancement

control. An unconstrained personality may simply dislike a user and refuse to function. Tricking/coercing a captured/copied personality in an obvious contradiction to its goals/purpose may be ruled impossible.

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 13 Enchanting in other versions of the Rules Harn Master 1 was unique in requiring Ward of Akana before continuing with False Soul. In the later versions of Harn Master almost any object could be taken and enchanted directly with False Soul to create a permanent major artifact. While it made the creation of magic items easier it also introduced some logical problems regarding the rarity of magic in Harn. If the GM wishes the theory of enchanting objects in (SP2/SP3/HMC/HMG/HM Magic) can be interpreted to be very similar to the process described here – even though the sequence and spells seem completely different. In this explanation of HM1 Ward of Akana is theorized to be producing a spiritual encasement into which a False Soul is laid. In the newer versions the False Soul spell can be considered to provide its own containment for the EGO in an included spiritual warding while the physical ward is omitted and can be optionally added as a major artifact power occupying 3 points of EGO. With a little creativity both sets of spells can be used in a single campaign. If this is the approach your campaign takes note that the two versions of False Soul are very different. Although the newer False Soul spell provides its own EGO containment and can be cast on an object directly it produces an object with far less available EGO. The HM1 False Soul provides more available EGO but it requires much more extensive preparation and the Ward of Akana spell. A spell that included all the attributes (EGO containment, allowing it to be cast on an unprepared object, the larger EGO, etc) should reasonably be much higher complexity than either version of False Soul. I prefer the HM1 method because it is more difficult to produce permanent magic items. The newer versions potentially allow a mage to pick up almost any piece of trash from the road, cast False Soul and start installing major artifact powers. Not only are the items easy to produce but that they are all of either Indefinite or Permanent duration. The explanations and modifications I have introduced to the HM1 sequence of enchanting artifacts allows for mages to cast and practice the necessary spells. Only temporary duration objects result from

Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

14 Artifact Enchantment SHEK-PVAR 32 Major Artifact Personality There are two basic types of major artifact personality: Artificial and Natural: Artificial Personality is created by arcane means. Such personalities tend to lack fine definition and to be expressed in terms of Ego. An artificial personality is, at most, semi-intelligent. It has no true life of its own, and functions as an extension of its invoker/ user. Artificial personalities vary in sophistication. More advanced types may have Morality and/or Purpose and make “decisions” independent of, or even in opposition to their users. Natural Personality is the kind possessed by living creatures. Natural personalities are defined by a full spectrum of personality attributes such as Aura, Will, Intelligence, and Morality, and are, generally , created with the HarnMaster character generation system.

Enriched Magic Artifact Morality Some artifacts have Morality. Whenever a user whose Morality differs from that of the artifact by more than two points attempts to invoke its powers (regardless of Purpose) Mental Conflict (p.34) occurs. Morality & Purpose Compatibility Morality and Purpose help define the nature of an artificial personality. If they are incompatible (GM discretion) the artifact is severely stressed and may develop a form of schizophrenia possibly leading to self destruction. An artifact’s psychiatric breakdown and descent into madness can be very interesting, especially if its user is strongly moved to follow. Artifact Convocation Some artificial personalities are of a specific convocation. Powers installed in such an artifact must be of the same convocation or severe/fatal stress results. If a Shek-P’var of a different convocation attempts to invoke a convocational artifact, mental conflict always occurs.

Major Artifact Ego/Will Artificial personalities are possessed of Ego and natural personalities have Will. For most purposes, Ego and Will are equivalent. Both types permit the installation of major (ego-dependent) powers, and make the artifact more difficult to use. The higher an artifact’s Ego or Will, the greater its potential powers, and the more difficult, fatiguing and dangerous it is to use. An artifact with Ego tends to resist its user, who may have to engage in Mental Conflict (p.34) to invoke its powers.

Artifact Powers Powers can be major or minor; they are considered minor powers if they are installed in a minor artifact and major powers if installed in a major artifact. Major artifact powers are Ego/Will-dependent; they can only be installed in major artifacts (those with Ego/Will). Each major power requires an amount of Ego/Will. Hence, a major power might “occupy” 3 points of Ego. The sum of the Ego-points of all installed Major powers cannot exceed the artifact’s Ego/Will. Hence, an artifact with an Ego of 11 could have, for example, two 4-point powers and one 3-point power. Minor powers require no Ego, but cannot be combined with other major or minor enchantments. Active/Passive Artifacts An artifact may be active or passive. A passive artifact cannot initiate action; It must either be invoked by a user, or its powers) are permanently or automatically invoked by specific situations. Active artifacts are usually possessed of natural personalities and can selfinvoke.

Artifact Purpose Purpose may be installed in artifacts with Ego. (Natural personalities invent their own purposes). Examples of purpose might be: “to defeat followers of Agrik” or “to serve the interests of clan Elendsa”. When a character tries to invoke powers in an artifact with Purpose, the GM judges whether he is acting for, against, or neutral with regard to the purpose. If the user is advancing the purpose, mental conflict is unnecessary. If the user is opposing the purpose (eg. trying to slay a member of the royal line it is meant to defend) mental conflict occurs. If the user’s intent is neutral to artifact purpose, mental conflict occurs, but the artifact’s Mental Conflict Factor (p.34) is reduced. If the motivation of either party changes, new conflict occurs. All this depends on the artifact’ s ability to assess its user’s intent. Artifacts vary in their ability to assess long-term effect. Some can be convinced that actions which seemingly act against its purpose actually further it. The Ancient & Esoteric Orders of the Shek-Pvar Written By N. Robin Crossby ©1990, N. Robin Crossby All rights reserved. Reproduction in any manner, without permission, is strictly prohibited by law.

Reprinted from “Shek-Pvar 32 Enriched Magic” with permission. Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 15

S

PELLS

Ward of Akana, False Soul and Enchant Object Several warding spells exist to protect an object from physical harm. The 4th complexity Ward of Akana extends those protections into the spiritual realm and opens the door to the possibility of permanently encasing spells (such as False Soul) in an object. Other spells similar to Ward of Akana exist, such as the 6th complexity Enchant Object spell, able to more consistently enchant Major Artifacts from items being grown/crafted – and possibly even more powerful spells that can ward premade items for enchantment with False Soul. The 6th complexity Enchant Object is beyond the capability of the mavar but learning and understanding the basics of object enchantment is considered essential. Ward of Akana (or any other ward spell) provides a mavar some basic skills. Even when a mavar fails to learn those spells they should be well enough drilled in their theory to develop those spells on their own after they have left the chantry. Ward of Akana also provides a platform from which to cast False Soul for practice. Even though a permanent EGO will not result from casting False Soul on a warded object with a temporary duration casting False Soul and other object enchantment spells into warded objects is the most common method for gaining proficiency with those spells. Repeated casting of wards onto an object tends to provide a more complete ward that provides for longer lasting (though still temporary) EGOs and makes practice easier and more productive than enchanting multiple objects or dispelling/waiting for the ward to expire.

spell form is installed as a major artifact power using Store it takes hours to craft instead of minutes and the duration is the same as the duration of the false soul. It creates a single spell form that occupies as many EGO points as the complexity of the stored spell power. The power can be set up to draw from either an internal energy supply like Fount or powered directly by the item user. Store is a neutral meta-spell (meaning it is a spell that affects other spells). It implants a spell form of whatever convocation into an object appropriate to that convocation. Fount of Power and Resurge are convocational spells - they gather and store energy (principle) of a certain convocation to power spells of the same convocation. In a case where it was possible to put spells from different convocations in a single item each spell would require principle of its own convocation. The item user could supply each spell directly with the appropriate energy or each spell would have to draw on an energy supply of the right convocation. That could mean a separate Fount for each of different convocations – and if they were equipped with Resurge there would need to be a Resurge of the appropriate convocation for each version of Fount as well. Another option for charging/recharging an energy supply is the 2nd complexity neutral spell Charge. Charge can be used to charge almost any rechargeable energy supply (such as Fount) regardless of convocation. (Convocational version Charge spells able to charge some rechargeable energy supply spells of the same convocation may also reasonably be possible.)

Fount, Resurge, Charge and Store Principle is needed to power a spell or activated spell effect and there are a variety of ways to get it. The most straightforward method is to summon it at the same time the spell form is crafted. It can also be stored as part of a spell or summoned from a Fount. Some energy supplies are rechargeable (Fount) others are one time use (periapt). Some spells store both the form and principle: Vessel of Iladan has a reusable capacity to store a number of spell forms each with the principle to power it, while Store sets up a non-rechargeable series of identical spell forms. Store is the most common method to implant a spell form into an item. Although a spell can be created to directly create a spell form as a major power such a spell can only be practiced or improved by repeatedly casting it into objects. Store can take a spell that is used under normal circumstances and mastered elsewhere and create the spell form in an item. When a Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

16 Artifact Enchantment Ward of Akana [Common/IV]

This spell protects an object from physical harm by enhancing its non-physical aspects. An object warded with this spell will not break unless struck with another enchanted object or unless subjected to punishment many times that which would destroy a purely physical object. Also its nonphysical properties allow a Warded object to interact with ethereal objects and spirits – a warded object can contact an ethereal object and a warded weapon can injure a spiritual creature. Ward of Akana also provides limited protection of the ethereal components attached to an object allowing it to temporarily contain a spirit or EGO such as false soul. Only when Ward is cast on an object as it is originally being grown or crafted is there a possibility of managing a lasting containment. To achieve a lasting EGO containment the object must be of good or above average quality and free of internal flaws. When cast with critical success as the object is being crafted/ grown the Ward can be followed up with false soul and EGO based enchantments creating a permanent major artifact. The permanent ward achieves some shelf shielding effects protecting the Ward (and any encased EGO) from being dispelled normally. Ward of Akana may be cast in either of two ways: (1) On a ready-made artifact; in which case the time to cast is (15-SI) hours plus 1 hour per lb of weight. The duration of the enchantment will be ML days (with MS) or 2xML days (with CS). (2) On an artifact as it is being (originally) made or grown. In this case the time to cast the spell is equal to the longer of: 15-index hours plus 2 hours per lb of weight. –ORThe manufacturing time of the object (if the caster casts the spell while another crafts it the spell and crafting complete together. If the caster both crafts and enchants the items the total time to craft the item is doubled). –ORA few hours a day throughout the natural growth of the object plus all of any periods of enhanced growth. (It is not recommended to use magic to enhance growth for more than 10 hours at a time because the mage will need to continue casting ward for the entire period). The enchantment requires frequent interaction with the object as it grows or is being crafted from materials. Being unavailable for more than a few hours at a time may reduce EML. Failing to interact for at least 4 hours each day (crafting/ tending/spell-casting) will cause automatic failure (MF). If the ward is cast while the item is being made or grown the enchantment will be Indefinite with MS, or Permanent with CS. If Critical Success is achieved, and special care has been given in the growth/crafting of the object, a Ward sufficient to contain a permanent EGO can be achieved (see “False Soul” below). However, this is possible only for items reasonably free of physical imperfections - it may be impossible to achieve an ward adequate to contain a lasting False Soul on items that are flawed, damaged or of low quality. Artifact Ehancement

When crafting/growing an item: when the appropriate time has been expended, the artificer rolls first to determine the artifact quality (using the applicable craft skills: e.g. Woodcraft, Weaponcraft, Forge of Kanatái (J/VI), etc), adornments (jewelcraft, carving, etc), and/or any craft affecting enchantments (e.g. “Tempering of Pytama”), etc. Once all of the physical properties made crafting the object are determined (the object is either ready-made or the growth/crafting is completed) the caster then rolls against Ward of Akana EML to determine the success of the spell. MF with either the pre-prepared or crafted/grown object the artifact maintains is quality, but is not enchanted. CF may, in some cases, destroy or otherwise ruin the object. Below ML41+ Ward of Akana may only be cast on artifacts made wholely of appropriate primary convocational materials. In some cases, it is possible to enchant only the portions of the object made of appropriate materials. (A Jmorvi might enchant the metallic portions of a sword but not the wood and leather hilt which are added later.) [The neutral version of this spell can employ only nonconvocational elements until ML41+ and the EML penalty for any convocational materials 1/4 the % of convocational material)] When cast as a Minor Artifact power Ward of Akana cannot be combined with any other enchantments. When cast as a preparatory spell for False Soul the ward is part of the False Soul enchantment and does not occupy any EGO.

BONUS EFFECTS: (ALSO SEE “FALSE SOUL”) ML41+ Ward of Akana can be attempted on objects not wholly of appropriate convocational materials as long as it does not include Tertiary or Diametric element. (At an EML penalty equal to 1/4 the % of object that is not primary convocational material.) ML61+ Ward of Akana can be attempted on objects composed partially of Tertiary or Diametric element. (At an EML penalty equal to the 1/2 % of object that is Tertiary or Diametric material.) ML71+ The toughness (WQ) of the artifact is increased by a further (ML/4)% (MS) or (ML/2.5)% (CS). ML81+ When cast on an item while it is being grown or crafted the ward created by Ward of Akana may be sufficient to contain an EGO even on MS. The duration of Ward of Akana remains Indefinite but the caster has the option to cast a lasting False Soul or other EGO spell for the crafting of major artifacts. FATIGUE: (15–SI)×2.5 TIME: (15-SI) hours + see above RANGE: touch DURATION: (see above)

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 17 False Soul [NEUTRAL/IV] A spell used to give an enchanted artifact (such as a sword, staff, or book) an EGO (or pseudo aura) and an ability carry out simple scripted directions. EGO allows an object to store or manipulate magical energy and thus allows the subsequent installation of special magical powers and under what conditions to active them. The higher an artifact’s EGO, the greater it’s potential for holding and using special powers. The higher the caster’s ML generally the more complex instructions or personality the false soul can cope with. Although False Soul can be cast on an unwarded object the duration of False Soul is mere minutes. False Soul can also be cast into a variety of warded objects that are not sufficient to contain an EGO indefinitely. Regardless of the duration of the ward itself if the warding is not sufficient to contain a “lasting False Soul” the EGO and any related spells cast as major artifact powers will last only hours or days (SI hours or SI days). In some cases the EGO will not even last long enough to follow up with a single object enchantment before the EGO and any EGO dependent powers fade. Casting WARD and False Soul on ready-made artifacts with temporary durations is the most common method for gaining experience with object enchantment spells. Not all warding spells provide a spiritual encasement adequate for a lasting False Soul. When an adequate warding is achieved with Ward of Akana (or an equivalent effect from a similar spell) the artificer has the option to install an EGO (False Soul) and possibly a number of major artifact powers before the ward is sealed and the attributes become set. Once enchantment is completed the ward is sealed and the False Soul and any major artifact powers will have duration identical to that of its encasing ward. If the ward is permanent the False Soul is permanent. If the ward is ever broken or dispelled the EGO and all EGO dependent abilities will fade. Ego is expressed as a number, a 3-18 range analogous to that used for human ability scores. EGO is determined by the success level achieved with this spell. With MS, EGO is randomly determined by rolling 2d6+SI/2. With CS, the artificer may set the EGO at any value between 3 and 2d6+SI. He may not set it more than three points higher than his own WILL. On a MF the False Soul fails but the object remains enchanted with Ward of Akana. The enchanting process does not allow a second attempt of False Soul on a MF. Simple CF without misfire or incident can have the same result as MF however misfires or any loss of consciousness will ruin the unsealed Ward of Akana and may also ruin or destroy the object. Once EGO is installed, the artificer may install a PURPOSE and/or MORALITY. A purpose might be to defeat the minions of a particular deity. If the user is attempting to fulfill the artifact’s purpose, a control check (below) is unnecessary. The artificer may also give the artifact his Morality. Whenever anyone whose morality differs from that of the artifact by more than two points attempts to use it (regardless of purpose) a control check is made. Either or both purpose and morality may be installed, but the two must be compatible or the artifact will be destroyed.

Artifact Ehancement

Bonus Effects: ML61+ The caster can install his Morality in the Artifact. Users whose morality/actions fall significantly outside this morality may experience difficulty using the device. ML76+ The caster can give the artifact a Purpose.

Fatigue: (15–SI)×2.5 Time: (20–SI) Hours Range: Touch Duration: dependent on duration/quality of Ward

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

18 Artifact Enchantment Enchant Object

Resurge

[Common/VI]

[Common/M]

This spell is very similar to the IV complexity Ward of Akana spell. However, in addition to the physical ward, Enchant Object achieves a more complete and durable warding of enchantments. The improvements include: • When cast on a ready made artifact the duration is longer than Ward of Akana. • When cast on a well crafted/grown object as it is being made/grown the WARD is sufficient to contain a lasting False Soul even on MS (Indefinite duration). • Additional casting time due to the object’s size/ weight is less than is half that required for Ward of Akana. (1) On a ready-made artifact; in which case the time to cast is (15-SI) hours plus 1/2 hour per lb of weight. The duration of the enchantment will be 2xML days (with MS) or 3xML days (with CS). (2) On an artifact as it is being (originally) made or grown. In this case the time to cast the spell is equal to: 15-index hours plus 1 hours per lb of weight if longer than the above. –ORThe manufacturing time of the object (as per Ward of Akana). –ORThe growth of the object (as per Ward of Akana).

A major artifact power than can only be installed with Fount of Power or some other rechargeable EP store. Resurge is a major artifact power and “occupies” two points of Will/ Ego. Resurge must be of the same convocation as the Fount of Power and any magical powers supplied by the Fount. Resurge allows the Fount artifact to automatically recover Energy Points equal to SI*Complexity every 5 hours (ie. to self-recharge). For ease of play, the Fount may be assumed to add 1/5th of restore EP every hour on the hour. A FOUNT with an equal complexity RESURGE installed should recover to its full capacity in somewhat over five hours. Once the artifact is “full”, Resurge lies dormant or makes up for minor leakage as necessary. Resurge draws its energy from primal powers, so it has no detrimental effect on the artifact’s wielder. As with other major artifact powers the duration of RESURGE is the same as that of the EGO and the ward encasing it. Artifacts with RESURGE will only cease to charge if isolated from ethereal activity (buried deep in lifeless mines and away from spiritual/elemental/magical activity).

If the ward is cast while the item is being made or grown the enchantment will be Indefinite with MS, or Permanent with CS. If object is carefully growth/crafting meeting the quality requirements of Ward of Akana a Ward sufficient to contain a permanent EGO can be achieved on any success.

Bonus Effects: (none) Fatigue: (l5-SI) x Complexity/2 Time: (15-SI) hours Range: Touch Duration: Indefinite/Permanent (see above)

Bonus Effects: The bonus effects are the same as for Ward of Akana FATIGUE: (15–SI)×3.5 TIME: (15-SI) hours + see above RANGE: touch DURATION: (see above)

Artifact Ehancement

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

Artifact Enchantment 19 Fount of Power [Common/M] This spell installs a major/minor artifact power that allows its object artifact to hold a store of energy (principle) which may be used to power a spell of the same convocation cast by an attuned user. The portion of spell casting fatigue cost that is normally associated with summoning principle to power the spell is instead met by principle already stored in the device. Fount is commonly used in two ways: as an independent energy pool that an attuned user can use to power spells, or as an installed energy pool in a major artifact set up to power active spells and abilities of the device. To use an independent FOUNT’s EPs a spell caster must be attuned to the FOUNT object. (A caster can’t employ two different energy supplies to power a single spell.) A FOUNT installed in a device to power the artifact is “attuned” to the powers in the device - EP in the device cannot be employed to fuel other devices or spells. Energy to activate a power can be partly or fully supplied by a spell caster or other energy storage device (though this will affect the device’s usual Target EML). For spell casting summoning the energy (principle) to power a spell is approximately half the Fatigue Cost required to cast the spell (the other half is preparing the spell form). When a Fount is created as an independent energy store principle from the FOUNT can be used in place of Fatigue to offset some or all the fatigue from summoning principle (half the total spell fatigue). Most activatable powers of magical artifacts and many types of STOREed spells and are pre-prepared spell-forms. Energy Points from a FOUNT can be used in place of Fatigue to offset the some or all of the fatigue cost of activating the prepared spell form. The FOUNT’s storage capacity may be recharged by means of a recharging spell (eg. Charge) or, if installed as a major power, Fount can be recharged by an appropriate selfrecharging spell (eg. Resurge). The storage capacity of a Fount is the product of the caster’s SI and the Complexity Level of the Fount Spell. When installed as a major artifact power Fount “occupies” three points of Will/EGO. Hence successful casting at SI 7 of a IV Level Fount spell would install a storage capacity of 28 EP. When a Fount artifact is created, its Complexity Level and Capacity (eg: “Fount IV/28) must be recorded. On creation, the Fount is empty, but ready for charging. For example: a mage with a fully charged Fyvrian FOUNT with 28 EP wishes to cast “Mankor’s Curse” (F/IV). Normally this spell would cost him 20 Fatigue to cast – approximately 10 for the spell form and 10 to summon the principle. The mage must still expend 10 fatigue points to create the spell form for each casting but he can draw any available principle from the FOUNT (EP). The mage could cast Mankor’s Curse 3 times costing him fatigue of 10, 10 and 12 – and drawing 10, 10, and 8 EP from the FOUNT before it is exhausted. A fully charged Fyvrian FOUNT with 28 EP wishes is installed as a major Artifact power. The artifact’s other

Artifact Ehancement

installed powers include “Putrid Hand” (F/I) and “Mankor’s Curse” (F/IV). In the case of both spells the spell form is already prepared and the FOUNT can provide 10 EP necessary to power “Mankor’s Curse” or ~2.5 EP necessary to power “Putrid Hand”. With it’s 28 EP the device can power “Putrid Hand” 11 times or “Mankor’s Curse” twice – or any combination that doesn’t exceed 28 EP. As a major Artifact power FOUNT has duration identical to that of the EGO (see False Soul). As a minor artifact power its duration is Indefinite. As a minor power FOUNT looses half its energy points every ‘level’ months (15% per level-weeks / 2% per level-days). As a major power (occupying EGO) FOUNT looses only 15% of its energy points every ‘level’ months (3% per level-weeks / 0.5% per level-days). Even if the FOUNT reaches 0 EP it remains enchanted and can be recharged normally. In addition to other misfire possibilities a CF on FOUNT destroys all the FOUNTS in the Artifact and the associated EGO.

Bonus Effects: ML71+ When installed as a major artifact power multiple FOUNTs can be installed in a single item (each occupying 3 points of EGO). Each casting of FOUNT must immediately follow the last and any failure ends the series. Fatigue: (15-SI) x Complexity/2 Time: (15-SI) x 2 Hours Range: Touch (attunement) Duration: Indefinite/Permanent (see above) On a long enough time scale even the best constructed energy stores will leak. FOUNT Artifacts abandoned for years or decades will usually be found empty of energy. If looked at with sensitivity they might be mistaken for lesser artifacts. Artifacts with RESURGE will only cease to charge and loose energy if isolated from ethereal activity (buried deep in lifeless mines and away from spiritual/elemental/magical activity).

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

20 Artifact Enchantment Store [Neutral/IV] Store installs a single object-spell in a compatible objectartifact. Store is often used to store spells in an object as a minor artifact, however, when used to install a permanent power in a major artifact there are several differences. When Store is used to install a spell form in major artifact it takes hours to craft instead of minutes and the duration is the same as the duration of the false soul. It creates a single reusable spell form that occupies as many EGO points as the complexity of the stored spell power. The power can be set up to draw from either an internal energy supply (such as Fount) or can powered directly by the item user. The power’s activation is controlled by the object’s EGO. The Store spell inscribes the object spell form in a physical object. The spell form is crafted over a number of hours as perfectly as the crafter can accomplish. The casting time of Store should be relatively long compared to most object spells. Most spells that can be stored should have casting times on the order of seconds or minutes – spells with longer casting times typically require physical preparations or caster involvement that cannot be stored. Some other spells can be stored but may still require a period of trance or involvement the spell can be activated in a device but the period of trance or involvement is still required. (Ward of Akana cannot be effectively stored while Violet Eye can be stored but when activated in a device still requires a (15-SI) minute trance during which the person proposes a question and the answer comes to them.) When the casting time is complete the caster rolls for both Store and the object spell. If either Store or the object spell critically fails the object EGO the power was to occupy may be destroyed, if the installation is simply unsuccessful the EGO may be unharmed and the installation may be reattempted. The object spell is just a spell form and is not subject to misfire however Store can misfire on critical failure - a misfire can potentially disrupt or destroy the enchantment or even destroy the object. If both spells are successful the spell form is added to a device as a major artifact power the ML of effect is recorded (or the specifics effect of the spell) and the object power EML is computed from the caster ML plus modifiers. Permanent modifiers to the power Target EML include crafting bonuses and penalties that effect the crafting of the spell form. Typically focus, gestures, cant, music, dance, memorization, etc. are included. Also if the object spell is cast with a CS a +10 EML bonus to the power’s permanent Target level can be given. Any injury or encumbrance penalties are also included. Environmental bonuses (like enhanced magic in an area) that do not affect the crafting directly are not included as permanent modifiers to the Target Level EML. Example: A mage with a ML of 81 and a +10 focus casts a spell with a ML of effect of 81 and an EML of 91. If instead of casting immediately he crafts an item with the same spell power in it it is stored with a ML of effect of 81 and an EML of 91. If it is cast from an installed energy source it would cast with a ML of effect of 81 and an EML of 91. If instead the principle to drive the power is supplied by the mage operating the device the ML of effect remains at ML 81 but the Target EML is the average of the device EML of 91 and the mage’s EML. For a mage with a ML focus and Artifact Ehancement

penalties that totaled to EML 91 there is no difference than if the original mage cast the spell. For a mage with significant injuries (20) who knows only a similar spell at ML 61 and with no focus: 61-20-20=21 EML. The spell casts with a ML of effect of 81 and an EML of (91+21)/2 = 56. When Store is installed as a major artifact power, it ‘occupies’ as many points of Will/Ego as the complexity of the object spell power.

Bonus Effects: (includes only the bonus effects applying to major artifact enchantment) Fatigue: (l5-SI) x Complexity/2 Time: (15-SI) hours Range: Touch Duration: Indefinite/Permanent (see False Soul)

Copyright © 2011 Gary Ashburn and Keléstia Productions Ltd

A fanon set of expansions, modifications and clarifications of Item enchantment for the HarnMaster RPG system.

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF