The QuestFRP Player's Handbook

MAGE SKILLS

ENCHANTMENTS

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[7.8.1]

Enchantments

There are two basic types of magic items in Quest: Enhanced items and Inscribed items. Inscribed magical items are those that allow the possesser to cast a Mage Spell as if they were a mage. These items are created as described below but, in addition, the Enchanter must know the Enchantment casting style of the particular spell that they wish to place into an item. None of the Spells below are required to make Inscribed items. Enhanced items are those items that have a permanent effect, like pluses to statistics, combat skills, damage absorption and the like. The Enchantment Spell Tree contains the Spells necessary for making the items with these permanent, continual effects.

[7.8.1.5]

Creating an Enchanted Item

The creation of permanent magic item is a relatively straight foward process. The Mage takes the item to be enchanted and either casts the Enchantment style of the spell, or one of the Enhancement Spells below, on the item. The process of casting the Spell includes tracing out the runes of the Spell on the item. After the first successful casting on the item, the faint glowing runes representing the spell will appear on the item. Each successive casting involves casting the spell and tracing the existing runes. The runes will grow brighter with each successful casting. Anyone who knows the Spell being Inscribed or Enhanced into the item may contribute to its creation. Multiple different Inscriptions or Enhancements may be cast on an item at the same time. After 1000 successful castings, the Inscription or Enhancement spell can be completed by "closing" the runes with a final casting of the spell. After the Enchantment is closed, the glowing runes will fade from visible sight, though they will still be visible to those with the Atmospherics Spell or with another means of seeing magic items.

For Inscribed spells, following the above procedure will create an item that can cast the desired spell once per day. To gain the ability to cast the Spell out of the item more than one time per day, the Mage does not close the runes, and continues additional castings. Each 1000 successful castings will add the ability to cast the given spell one additional time. So 5000 successful castings will allow the Inscribed spell to be cast 5 times per day.

To get Enhancements beyond +1 the Mage simply casts the Enhancement spell more times as for Inscriptions, though the progression is different, with each additional +1 costing that number of castings, in addition to the other pluses preceeding it. To make a +3 CR sword, for instance, the mage must cast +1 CR (1000 castings), then +2 CR (additional 2000 castings), then +3 CR (additional 3000 castings) for a total of 6000 castings of the Spell. So while +10 Enhancements are possible, they require 55000 castings of the Spell. A single mage, working 8 hours per day (5 minutes/Spell = 12 Spells/hour * 8 hours = 96 Spells) would take over 2 years to fashion a single +10 item, provided he had enough SPP each day to cast that many spells.

The use of precious metals and/or gems can reduce the number of casting required to create the item. By first tracing out the Spell runes in precious metals, and/or adding precious gems at key points, the total number of castings to create an Enchanted item can be reduced. Each separate Inscription or Enhancement is treated separately. To use precious metals or gems, certain other skills (listed below) are required.

To use precious metals, 1 gram mithril = 2 grams platinum = 4 grams gold = 8 grams silver = -1% casting time, up to a limit of -10%.
Requires:

Gems for Enchantments are divided into two categories, precious and semi-precious gems. Precious gems are traditionally diamonds, rubies, emeralds, sapphires and sometimes opals and pearls. Semiprecious gems are generally colored stones that are more common than those listed above. The price of gems will vary based on a number of variables, so Game Masters should determine a schedule of gem prices for their own particular worlds and campaigns. To use jewels or gems, 1 carat precious gems = 5 carats semi-precious gems = -1% casting time, up to a limit of -10%.
Requires:

[7.8.2]

Life of Enchanted Items

Enhanced and Inscribed items have no special properties of their own that enhance the physical nature of the target item. An Enhanced sword has a normal chance of breaking when used in combat, and a wooden staff made into a Focus (see below) will eventually rot. To increase the durability of a magical item, or to prevent it from decaying at the normal rate, the item must have at least a +1 Physical Improvement (see below) towards item durability. This effect is directed toward the item, not toward the bearer or any of their possessions. This will slow metal from rusting, wood from decaying, cloth from rotting, etc. For the purposes of aging, each +1 of durability will double the normal life of the item. If a normal wooden staff stored in a damp cellar would last 10 years before rotting and decaying, a +2 durability staff would last for 10 * 2 * 2 = 40 years. An item with +1 durability will reduce the chance of breaking under normal circumstance by -50%. Each successive +1 will reduce that chance by 50% again. Thus a +5 durability sword has only a 3% chance of breaking under normal circumstances, while a +10 durability sword would only break 0.1% of the time.

[7.8.4]

DoM 1 ) Physical Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magical item which is meant to improve CR, DR, PR, damage, damage absorption, durability, Strength, Dexterity, Agility or Constitution by 1. Other effects may include reducing the cost of casting spells by 10%, increasing Summoning Skill Rolls by 10%, or increasing Cast Chance by 10%.
Short Description
+1 Physical Attributes; 10% Spell Casting Aids
Base:100Powerword:600Runic:N/AInternal:100
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.8.5]

DoM 1 ) Rechargeable Light Sphere
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of an item (usually a small stone sphere) that will generate a light fueled by spell power points. The item is charged by touching it and concentrating for 10 seconds. At that point, as many SPP as the person wishes may be transferred into the item. As virtually everyone has at least a few spell points, most people can charge these lights. Each SPP actively willed into the sphere will cause it to glow with the light of a 100 watt lightbulb for 1 hour. The item may be turned on and off by concentrating for 10 seconds and then willing the item on or off.
Short Description
Create rechargeable light source.
Base:100Powerword:600Runic:N/AInternal:100
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Light, Mystic Theory III [Display prerequisites graphically]

[7.8.6]

DoM 2 ) Mental Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magical item which is meant to improve Intellect, Magic Talent, Faith or Will by 1.
Short Description
+1 Mental Statistic
Base:200Powerword:1200Runic:N/AInternal:200
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Physical Improvement [Display prerequisites graphically]

[7.8.7]

DoM 2 ) Spell Effect Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic item meant to improve the effect of any one spell by +1 or +10%. For example, the mage wishes to improve the Earth spell Juggernaut which does 5d10 of damage. The use of this Spell to construct an Enhancement item would increase the roll on each of the damage dice by one, effectively giving the Juggernaut Spell +5 damage. Or the Spell could be used to construct an item which would add +1 damage absorbtion to a shield spell, or increase the range or duration of a Spell by 10%.
Short Description
+1 Spell Effect
Base:200Powerword:1200Runic:N/AInternal:200
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.8.8]

DoM 3 ) Focus
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic item which will extend the mage's casting reach. Spells that normally require touch (Weapons Energize, Empathy, etc) can be cast thru the mage's focus, as if her hand were making the contact. A mage's staff is a very common choice for a focus, because of its 2 meter length. However, any inanimate object or living creatures may be made into a focus. In addition, the Focus will increase the Mage's SPP by 10%.
Short Description
Item to extend reach
Base:300Powerword:1800Runic:N/AInternal:300
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Effect Improvement [Display prerequisites graphically]

[7.8.9]

DoM 5 ) Storage Gem
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic gem which will store mgae or clerical SPP. The gem must be a precious, flawless stone, and the completed gem will hold 10 SPP per carat weight of the gem. Anyone with mage or clerical SPP may charge the gem by actively willing some of their SPP into the gem after concentrating on the gem for 10 seconds. The mage uses the charged gem by consciously choosing to use the SPP in the gem rather than their own natural reservoir. The gem must be in contact with some part of the mage's skin.
Short Description
Item to store SPP
Base:500Powerword:3000Runic:N/AInternal:500
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Effect Improvement, Rechargeable Light Sphere [Display prerequisites graphically]

[7.8.10]

DoM 6 ) Re-open Enchanted Item
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
With this spell the mage may re-open a previously completed enchanted item in order to add additional enchantments. There is a chance that the existing enchantment will be destroyed by this re-opening process. The chance of success is the mages cast chance - 60 (from the DoM of this spell) - 10 times the DoM of the enchantment being opened. A fumble result destroys the existing enchantment.
Short Description
Re-Opens enchanted item
Base:600Powerword:3600Runic:N/AInternal:600
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mental Improvement, Spell Effect Improvement [Display prerequisites graphically]

[7.8.11]

DoM 8 ) Token of Power
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 0
Long Description
This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a small amulet, a Token of Power, which will allow the holder to regain 1 SPP every minute. The SPP can be either Mage or Clerical. The Token will function as long as the user has it on his or her person, and only one Token will operate per person.
Short Description
Make Token of Power
Base:800Powerword:4800Runic:N/AInternal:800
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Storage Gem, Re-open Enchanted Item [Display prerequisites graphically]

[7.8.12]


Enchantments Tree
Enchantments Tree: displays prerequisite relationships.