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Enchantment:
A Rediscovered form of
Magic
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By: JR Webber (sarton78@usaor.net)
Edited by: Dustin M. Ramsey (DustinM@rifts-rpg.com)
Recently on the Palladium world, an archaeological dig in the
Eastern Territory, led by the Elven Archmage Gharig Njortyn,
discovered several new forms of magic. A team of scholars, miners,
and practitioners of magic were excavating in search of remnants of
early Eastern civilization when they discovered a massive granite
object. After months of digging, they discovered the object was
actually a 100ft tall stone pyramid, buried for millennia!
Engraved upon the entrance to the pyramid was the following
inscription in an ancient Elven dialect: "Know all ye who enter this
pyramid, that ye shall come upon great magicks not seen since the
Time of a Thousand Magicks, magicks made in the Time of Lictalon."
Inside the pyramid many scrolls were found that told of several
magical disciplines unheard of by modern scholars, which the
inscription on the doors seemed to imply that Lictalon had been the
creator of these lost arts. The "Time of Lictalon" reference itself
has sent the scholarly and magical community in an uproar. If this
so-called "Time of Lictalon" existed, why doesn't the Tristine
Chronicles mention it? Was it another time, perhaps the Age of Chaos
or Light? Perhaps an early epoch of the Time of a Thousand Magicks,
or the legendary Battle of the Gods? Regardless, these arts exist,
and are becoming quite popular, as several schools of learning have
been set up around the world to teach them.
Enchantment is a "true" magical art, much like wizardry or
diabolism. The Enchanter
O.C.C. is a new class of mage that focuses on putting magical
spells and effects into mundane objects. They are generally accepted
in most magic guilds, except in those that are dominated by
alchemists (the enchanters seriously cut into their profits).
Creation of Enchanted Objects:
The classic enchanted object is the wand, a baton-type form that
is lightweight and easy-to-conceal. Enchanted objects must weigh at
least 1/2 ounce per 10 P.P.E. in it. Additionally it must be made of
at least 50% iron, wood, or silver. The Enchanter can add one spell
effect per level of experience.
All enchanted objects have at least one rune (from the runic
alphabet) on them. This sometimes gets them confused with rune
weapons. Objects with spells have one rune per level of each of the
spells (so a wand with two fifth level spells would have 10 runes).
Enchanted objects that store P.P.E. need 1 rune per 5 P.P.E. Objects
that enhance spellcasting require two runes per each increase (so an
object that increases range by 50%, duration by 75%, and spell
strength by one requires twelve runes. Enchanted objects whose
properties have been altered have an amount of runes equal to
one-third its P.P.E. cost.
Note that saving vs. the magic of an enchanted object requires a
14 or higher.
Objects may be enchanted in five different fashions:
(A) Spell Casting:
Daily Usage Method:
The enchanter must energize the object with 70
P.P.E., then imbue it with twice the P.P.E. of the spell for
each of the number of times per day the spell can be cast.
For anyone other than the Enchanter to use the object, the
Enchanter must pump in 5 P.P.E. (per person) and place a
drop of the person's blood and/or recite the person's true
name during the enchanting process. Enchanted objects can
contain a maximum of three spells, and all enchanted objects
operate at the level of experience of the Enchanter when the
object was created. Also note that if an object runs out of
"charges," it can cast the spell again by the wielder
pumping into it one P.P.E. less than the normal P.P.E. cost
of the spell.
Example: Raolin Degari, a 4th level Enchanter,
wants to make a staff for the group's warrior that can shoot
a Fireball three times daily. The P.P.E. cost of the staff
is 135: (70 + [(10 x 2) x 3] + 5)
P.P.E. Usage Method:
The enchanted object is more like a classic
Techno-Wizardry device. To create, it costs 30 P.P.E., plus
ten times the spell's P.P.E. To activate, it costs half
(rounded up) the spell's normal P.P.E., and has double
duration, damage, range, and limits (such as altitude and
speed). Note that the more experienced the creating
Enchanter, the cheaper the cost of activating the spell:
subtract one from the cost to activate at levels 4, 6, 9,
12, and 15 of the creating Enchanter, down to a minimum of
one.
(B) Store P.P.E.:
The enchanted object can act as a storage device for
P.P.E. It must first be energized with 50 P.P.E., plus the
P.P.E. to be stored times 1.5, plus its daily regeneration
times four.
Example: Raolin wants to put 50 P.P.E. into his iron
armor, and have it regenerate at the rate of 10 P.P.E. per day.
The total P.P.E. cost is 145: (50 + [50 x 1.5] +
[10 x 4])
(C) Spell Enhancements:
The enchanted object can be charged to enhance the
spellcasting of the enchanter. For anyone other than the
Enchanter to use the object, the Enchanter must pump in 5
P.P.E. (per person) and place a drop of the person's blood
and/or recite the person's true name during the enchanting
process. For the spell enhancement to take place, the wielder
must be physically touching the enchanted object (not through
clothes, gauntlets, etc.), and must cast the spell into
the object (this can be done with all non-ritual spells). Note:
Triple P.P.E. creation cost for spell-casting enchanted
objects.
The enchanted object must be charged with 20 P.P.E. during
the initial creation process, plus the P.P.E. required for each
effect from the following list:
Enhanced Range: Creation Cost: 10
P.P.E. to modify the spell range by 25%. (Not applicable to
spells with a range of self or line of vision; spells with a
range of touch become a range of 5ft + 1ft/level.)
Activation Cost: 5 P.P.E. will increase by 25% the
range of all spells cast into the object. The enchanted
object can modify spells cast into it for one minute per
level of the Enchanter when the object was created. Note:
must spend 5 P.P.E. for each 25% added!
Enhanced Duration: Creation Cost: 15 P.P.E.
to modify the duration by 25%. Activation Cost: 5
P.P.E. will increase by 25% the duration of all spells cast
into the object. The enchanted object can modify spells cast
into it for one minute per level of the Enchanter when the
object was created. Note: must spend 5 P.P.E. for each
25% added!
Enhanced Spell Strength: Creation Cost: 50
P.P.E. to add 1 to the spell caster's spell strength, with a
maximum spell strength of 17. Activation Cost: 10
P.P.E. will increase by one the spell strength of all spells
cast into the object. The enchanted object can modify spells
cast into it for one minute per level of the Enchanter when
the object was created. Note: must spend 20 P.P.E. for
each spell strength added!
Enhanced Damage: Creation Cost: 15 P.P.E.
to add one die of damage to an offensive spell (Energy Bolt,
Fire Bolt, Fire Ball, etc.), with a maximum of triple
damage. Activation Cost: 5 P.P.E. will increase by
one die the damage of all spells cast into the object. The
enchanted object can modify spells cast into it for one
minute per level of the Enchanter when the object was
created. Note: must spend 5 P.P.E. for each die of
damage added!
Example: Raolin is making a wand to modify the range
and duration of his magic by 50%. The total P.P.E. creation
cost is 70: (20 + [10 * 2] + [15 * 2]).
Activating the wand would cost 20 P.P.E.
(D) Alter Physical Properties of the Object:
A maximum of three properties can be instilled into an
object. An asterisk ('*') denotes properties that can only be
applied to weapons.
The enchanted object must be charged with 100 P.P.E. during
the initial creation process, plus the P.P.E. required for each
effect from the following list:
- Tinted a certain color (any): 5 P.P.E.
- Glow faintly (any color): 8 P.P.E.
- Become buoyant (floats on water, no matter how big the
waves): 15 P.P.E.
- Become indestructible (except to alchemists and
enchanters - takes 12 hours and at least 12,000 gold): 1000
P.P.E.
- Eternally sharp* (+3 to damage, rustproof, only for
blades): 30 P.P.E.
- Increased damage*: 30 P.P.E. per extra die of damage,
with a maximum of triple damage
- Increase AR: 10 per point (up to maximum of 18)
- Increase S.D.C.: 2 P.P.E. for each additional point of
S.D.C.
- Regenerate: 50 P.P.E. plus 25 P.P.E. per each 1D6 healed
every 24 hours
- Impervious to fire (regular fire does no damage, magic
does half): 60 P.P.E.
- Impervious to cold (all): 50 P.P.E.
- Impervious to horror factor: 50 P.P.E.
- Fire resistant (normal fire does half damage, magic does
full): 7 P.P.E.
- Invisible (the object - not the wielder - is invisible):
60 P.P.E.
- Lightweight (half normal weight): 15 P.P.E.
- Noiseless (makes no sound): 50 P.P.E.
- Weightless (weighs just one ounce): 40 P.P.E.
- [Something] Slayer* (does double damage to a
particular race, normal damage to all others): 80
P.P.E.
- Flaming weapon* (double damage): 200 P.P.E.
- Returns when thrown - Lesser (flies back to wielder
after being thrown, has 1 attack per melee, and a maximum
range of 120ft): 125 P.P.E.
- Returns when thrown - Greater (teleports back to wielder
after being thrown, has 1 attack per melee, and an unlimited
range): 250 P.P.E.
- Transformable (turns into any type of passive object;
can have no other magic properties): 40 P.P.E. for smallish
items, larger items are 60 P.P.E.
- Protection from circles - Lesser (+1 to save): 60
P.P.E.
- Protection from circles - Greater (+2 to save): 100
P.P.E.
- Protection from spell magic: 60 P.P.E. for each +1 to
save
- Protection from the undead - Lesser: 35 P.P.E. to hold
them at bay
- Protection from the undead - Greater: 90 P.P.E. to hold
them at bay, plus make the wielder impervious to a vampire's
bite and mind control
- Protection from wards: 60 P.P.E. for each +1
- Protection from psionics: 60 P.P.E. for each +1
- Protection from witches: 40 P.P.E. for each +1
- Protection from enchanted object's magic: 50 P.P.E. for
each +1.
- Might of the Palladium (adds 1 attack per melee and +2
to S/P/D/Damage for 10 minutes): 175 P.P.E. for each daily
use
- Negate poison (90% chance of negating natural poisons,
35% chance of negating magical poisons): 30 P.P.E. for each
daily use
- Lightning resistant (lightning does half-damage to
wielder or item, enchanter's choice at creation): 60
P.P.E.
- Convert to M.D.C. (structural-damage is converted to
mega-damage): 100 P.P.E. plus 5 P.P.E. per each point of
S.D.C.
- Increase M.D.C.: 5 P.P.E. for each additional point of
M.D.C.
- Inflict M.D.* (weapon does mega-damage instead of
S.D.C.): 100 P.P.E.
Example 1: Raolin wants to turn his wimpy soft
leather armor (AR 10, S.D.C. 20) into something more
formidable. He adds 3 AR, 40 S.D.C., and causes it to keep the
undead at bay. The total P.P.E. cost is 145: ([10 * 3]
+ [40 x 2] + 35)
Example 2: Raolin turns his old suit of chain mail
(44 S.D.C.) to a suit of M.D. body armor with 80 M.D.C. The
total P.P.E. cost is 500: (100 + [44 x 5] + [36 x
5])
Example 3: Raolin wants his armor to regenerate 6D6
points of damage every 24 hours. The total P.P.E. cost is 200:
(50 + [25 x 6])
Example of Combining Enchantments: Raolin wants his
itty-bitty dagger to have a bit more sting. He converts it to
M.D.C., causes it to inflict M.D., store 40 P.P.E.
(regenerating 20 P.P.E. per day), make him impervious to horror
factor, and increase his spellcasting damage by two dice. The
total P.P.E. cost is 490: (100 + 100 + [50 + (40 x 1.5) +
(20 x 4)] + 50 + [20 + (2 x 15)])
Commonly used Enchanted Objects:
Lantern of Daylight: looks like a standard lantern; Daily
Usage Method: Globe of Daylight, 10x daily (costs 90 P.P.E. to
create), or P.P.E. Usage Method: Globe of Daylight, 1 P.P.E. to cast
for 6 minutes (costs 50 P.P.E. to create)
Lightning Rod (iron staff): Daily Usage Method: shoots
lightning bolts (4D6), 10x daily (costs 370 P.P.E. for a 4th level
Enchanter to create), or P.P.E. Usage Method: fires a lightning bolt
for 7 P.P.E., double damage, range, and duration (costs 180 P.P.E.
for a 4th level Enchanter to create )
Flying Carpet/Broom/Etc.: Daily Usage Method: Fly (as per
the spell), 3x daily (costs 160 P.P.E. to create), or P.P.E. Usage
Method: Fly for 8 P.P.E., double range, duration, speed, maximum
length, and altitude (180 P.P.E. to create).
Gauntlets of Strength: looks like ordinary gauntlets or
gloves; Daily Usage Method: Superhuman Strength, 5x daily (costs 170
P.P.E. to create), or P.P.E. Usage Method: Superhuman Strength for 5
P.P.E., take the gap between the magically altered PS of 30 and the
regular attribute (so if you have a PS of 10, the gap is 30-10 or 20)
and the gap between the altered PE 24 and the regular attribute (if
PE is 10, the gap is 14), double that number (40 and 28), and add it
to the respective attributes (50 and 38), also, add 60 S.D.C. (130
P.P.E. to create).
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