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Enchantment: A Rediscovered form of Magic

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:

  1. Tinted a certain color (any): 5 P.P.E.
  2. Glow faintly (any color): 8 P.P.E.
  3. Become buoyant (floats on water, no matter how big the waves): 15 P.P.E.
  4. Become indestructible (except to alchemists and enchanters - takes 12 hours and at least 12,000 gold): 1000 P.P.E.
  5. Eternally sharp* (+3 to damage, rustproof, only for blades): 30 P.P.E.
  6. Increased damage*: 30 P.P.E. per extra die of damage, with a maximum of triple damage
  7. Increase AR: 10 per point (up to maximum of 18)
  8. Increase S.D.C.: 2 P.P.E. for each additional point of S.D.C.
  9. Regenerate: 50 P.P.E. plus 25 P.P.E. per each 1D6 healed every 24 hours
  10. Impervious to fire (regular fire does no damage, magic does half): 60 P.P.E.
  11. Impervious to cold (all): 50 P.P.E.
  12. Impervious to horror factor: 50 P.P.E.
  13. Fire resistant (normal fire does half damage, magic does full): 7 P.P.E.
  14. Invisible (the object - not the wielder - is invisible): 60 P.P.E.
  15. Lightweight (half normal weight): 15 P.P.E.
  16. Noiseless (makes no sound): 50 P.P.E.
  17. Weightless (weighs just one ounce): 40 P.P.E.
  18. [Something] Slayer* (does double damage to a particular race, normal damage to all others): 80 P.P.E.
  19. Flaming weapon* (double damage): 200 P.P.E.
  20. 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.
  21. Returns when thrown - Greater (teleports back to wielder after being thrown, has 1 attack per melee, and an unlimited range): 250 P.P.E.
  22. 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.
  23. Protection from circles - Lesser (+1 to save): 60 P.P.E.
  24. Protection from circles - Greater (+2 to save): 100 P.P.E.
  25. Protection from spell magic: 60 P.P.E. for each +1 to save
  26. Protection from the undead - Lesser: 35 P.P.E. to hold them at bay
  27. 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
  28. Protection from wards: 60 P.P.E. for each +1
  29. Protection from psionics: 60 P.P.E. for each +1
  30. Protection from witches: 40 P.P.E. for each +1
  31. Protection from enchanted object's magic: 50 P.P.E. for each +1.
  32. 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
  33. Negate poison (90% chance of negating natural poisons, 35% chance of negating magical poisons): 30 P.P.E. for each daily use
  34. Lightning resistant (lightning does half-damage to wielder or item, enchanter's choice at creation): 60 P.P.E.
  35. 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.
  36. Increase M.D.C.: 5 P.P.E. for each additional point of M.D.C.
  37. 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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