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Artifact Enchantment
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Enchantment
FORMAND PRINCIPLEThroughout this guide the Form and Principle
model for Shek-Pvar magic is a central motif and is
an important part of the theory of magical item crea-
tion. 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-complex-
ity-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-complexity-
level 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
INTRODUCTIONPURPOSEOFTHIS PUBLICATION
This guide provides detailed rules for the crea-tion of magic items in the Harn Master rule systems.
It is intended as a role-playing aid for gamemasters
and players whose Shek-Pvar 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. Play-
ers 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 usefuland 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 imple-
menting them in their campaign.
RULE SYSTEMThis guide is not about any particular version of the
rules but about introducing a framework for the crea-
tion of magic items that is logical, consistent, and use-
ful. 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 arti-facts is the one introduced in the original Harn Master
(HM1) because the HM1 sequence is the most straight-
forward for discussing the theory of artifact enchant-
ment. 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 ver-
sions 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 therules the spells function in the framework of enchant-
ing 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 atmos-
phere of Harn.
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Artifact Enchantment 1
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
GUIDETO ARTIFACT ENHANCEMENTThe enchantment of magical items (major artifacts) is the height of the
mages craft using and expanding on most the skills taught to them asapprentices 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 cre-
ate (or discover) them on their own.
Before becoming shenava Shek-Pvar will need to master and learn to
use warding and false soul in combination with other spells - and even hav-
ing 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-Pvar aspiring to become a shenava is commonly expected to pro-
duce a permanently enchanted artifact as a demonstration of the mastery oftheir craft. Accomplishing all that needs to be done to create a simple major
artifact may occupy more of a satia-mavars year-and-a-day than any other
single endeavor.
Minor and Major ArtifactsMinor 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 afabricated 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*.
* 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-Pvar. Even the most
well intentioned uses of such
magic are ethically precarious
and may be considered ren-
egade actions by members of
the Brotherhood.
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2 Artifact Enchantment
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
WARDINGIn 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 spells primary
design but is an extension of the spells 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 com-
monly employed by Shek-Pvar 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 spellWard of Sirik
produces only a physical object warding and Tharasins 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).
To create a major artifact
with a false soul usingWard of
Akana a caster must be intrin-
sically involved in the craft-
ing/growing of the item and
achieve a CS. It is not likely toconceal the magical nature
of enchanting an object with
Ward of Akana from a crafts-
man working to create the
item. Obviously it is also not
permissible to initiate a kvikir
to the secrets of the Shek-
Pvar for any reason.
For many mages the first
step in crafting a major magic
al artifact is to either: (1) iden-
tify appropriate items a mage
can create, (2) develop magi-
cal means of producing such
items, or (3) acquire sufficient
skill in the requisite mundane
craft to produce the item inde-
pendently. Also, it is some-
times possible to enlist the
aid of object crafters who are
members of the Shek-Pvar.
Ward of Akana and False
Soul can be improved in the
crafting of temporary items.
With greater mastery hiringa Shek-Pvar craftsman for a
single permanent project may
not be unreasonable.
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Artifact Enchantment 3
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
EGO
INSTALLING EGOAchievement 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 artifacts creation shifts from the crafters bench to the
mages 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 SOULConstructed 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 num-
ber of relatively simple directives. Advanced crafters of the False Soul spell
may install a basic ability to judge the users 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 pow-
ers 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 dis-
cretion. It cant even be asked to follow simple directions beyond its origi-
nal design (like: wait 5 seconds after I drop you and then activate XX).
OTHER EGO SPELLSOther spells can create EGOs that have personality either con-
structed 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 person-
alities, 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.
Although Ward of Akana
usually only accomplishes suf-
ficient spiritual containment
for a lasting false soul in com-
bination with a permanent
duration they are not always
related. Wards of permanentduration without the ability to
contain EGO and wards that
contain EGO that are of indefi-
nite (or even temporary dura-
tion) exist.
Even when a ward can con-
tain 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 pas-
sive. Shek-Pvar 2nd ed.
Enriched Magic p.32 dis-
cusses a wide range of natural
and synthetic EGO possibili-
ties and options.
(SHEK-PVAR 32 is reprinted
with permission on p.14)
Most intelligent spirits (one
might say nearly all) adapt
poorly to being caged in an
indestructible box, cut off for-
ever from normal senses and
asked to follow the commands
of anyone who picks them up.
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Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
THE ROLEOF 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 availablefor 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 advan-
tage of it.
The powers and abilities of a major artifact are end-
lessly varied. Psionic abilities, detections, enhance-
ments, banes vs. certain creatures, protections, spell
powers, energy founts and recharges are some of the
most common but powers can include just about any-
thing a mage can imagine and create a spell to installinto an item. Each ability consumes a portion of the
available EGO so if numerous abilities are available
the limiting factor in an items 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 casters aura, employ
minor spirits, or capture whole personalities. Finally
some mages are even driven to capturing and compel-
ling 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 ver-
sion 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.
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Artifact Enchantment 5
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
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 sharp-
ness, 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 mens minds may all be
examples of powered abilities.
Mages building powered abilities may con-
sider 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.
Major Artifact PowersCreating a major artifact with Ward of Akana and
False Soul is a significant achievement but the achieve-
ment 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 orabilities an object is to be enchanted with. Days of time
and many attempts will be made to produce a prop-
erly 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 num-
ber 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 con-
sider whether the energy will be stored in the object or
if the user will have to summon and channel energy inorder to use it.
If the object is to store the energy used to power
its enchantments some of the items 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 abili-
ties and each will draw on the FOUNTs 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 items EGO. As a mages 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 items holder, and consider master-
ing a number of additional spells.
POWERING ABILITIESPassive abilities are usually an effect that is on all
the time or are low energy effects that dont require a
devoted energy source. Active powers are often trig-gered 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.
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6 Artifact Enchantment
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
When a mage sets up a device with both an active
ability and an internal energy supply the two are cre-
ated 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
devices EGO determines the conditions are met prin-
ciple flows into the form and the power activates cast-
ing 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 devicethe powers Target EML is averaged with the mages
to determine the combined EML. If the mage doesnt
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 mages EML is also affected by all normal phys-
ical penalties and bonuses (eg. focus, injury, fatigue)
though they become halved in effect when averaged
with the device EML.
Activating AbilitiesPassive abilities are usually on all the time and dontrequire 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 creat-
ing his first items will probably not have access to thespells 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.
Best of Mages 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
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.
* When comparing a similar or convocational spell
the mage knows, the Mages effective EML can be further
modified by +5 per complexity higher or -5 per com-
plexity lower than the complexity of the spell power beingpowered/emulated.
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Artifact Enchantment 7
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
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 care-
ful spell crafting as the mage can arrange. Also, the mage should be free
of any impediments that could negatively affect his work (injury, encum-
brance, etc). Most bonuses and penalties will become a permanent partof the powers 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 ofeffect 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 artifacts operation.
Without an EGO a device is limited to a single power and somewhat lim-
ited 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.
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 particu-
lar power under specific con-
ditions it could be designed to
note a failure to operate cor-
rectly and decide whether it
is appropriate to trigger again
automatically (assuming an
internal energy supply capable
of supporting that action).
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8 Artifact Enchantment
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
Example Artifacts
EXAMPLE 1 (RIGHT)A shield is enchanted with the powers THERIS CHARM and SWORD-
BREAKER. Both abilities are passive powers inherent to every strike and
require no action on the part of the user, no energy supply and no sepa-rate 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)=12points 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) 81yards. 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 didnt have a FOUNT this
would be the normal method of operation. With the mage providing the
principle though the mages 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, pas-
sive +5 to Weapon EML.
SWORDBREAKER (IV) occu-
pies 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 mun-
dane 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 tar-
get 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).
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Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
NOTESAND REFERENCESON FORMAND 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 untilthe 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
doesnt 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 cre-ated 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.
Spells consist of two parts,
Form and Principle. The Form
may be thought of as a con-
tainer which catches, con-
tains, shapes, and channels
the force(s) or Principle(s)
that drive the spell. The Formis a, usually invisible, prod-
uct of the mages mental-
emotional discipline and
force of will. The Principle
is the raw, elemental meta-
force, 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-Pvar 2nd ed. Enriched
Magic p.24
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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 princi-
ple. 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 everytime 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 environ-
ments.
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 hav-
ing to supply the energy is less fatiguing but takes the whole normal cast-
ing time.
In Shek-Pvar 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 fatigueis from construction of the spell
form. Medium and high energy
spells are probably closer to half
or even more fatigue from sum-
moning principle. The fatigue
multiples used would suggest
that the relative proportions also
varied depending on complex-
ity (with higher complexity spells
tending to an even higher pro-
portion of effort constructing the
spell form).
For simplicity and conveni-ence though assuming form and
principle each as half of the total
seems to work the best.
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Advantages of using Artifacts
Using devices is often to a mages advantage.
When employing a devices active powers using its own internal energy
supply the user is not even involved. Its 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 devices 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 prin-
ciple 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 sum-moning 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 doesnt change anything about the spells 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 didnt 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 convoca-
tion). If his EML in the spell and the devices EML are different they are
averaged to figure out the total. Benefit: he didnt 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 didnt build the form the effects
are limited to whatever the device or stored spell is set up to do.
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 toa spell form needs to send the
energy with the composition the
spell form is designed to receive.
The mages EML and the devices
EML are averaged. If the mage
doesnt know the exact spell his
knowledge of similar spells may
help. (See Powering Abilities p.5)
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Artifact Control ChecksWith 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 atriggering action or command word) and allows activa-
tion of the power. If the user is unaware of the proper
triggering of the items power a control check might be
allowed to activate the ability.
An artifact with a morality may find exception to a
users morality or actions. If this occurs a control check
may be required to activate the items 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 imple-
ment this purpose the artifact has been given basic rea-soning 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 users wants. In
other cases the object may have been created with
extremely strict interpretation of its activation param-
eters. 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 objects success level. A control check isnever required to operate the device in the way it was
designed to be operated. If designed to trigger its abil-
ity 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 objects 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 objects success level by two or more levels of suc-
cess.
Intelligent Artifacts can be even more difficult to
control. An unconstrained personality may simply dis-
like a user and refuse to function. Tricking/coercing a
captured/copied personality in an obvious contradic-
tion to its goals/purpose may be ruled impossible.
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Enchanting in other versions of the RulesHarn 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 logicalproblems 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 cam-
paign takes note that the two versions of False Soul are
very different. Although the newer False Soul spell pro-
vides its own EGO containment and can be cast on an
object directly it produces an object with far less avail-
able 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 ver-sion of False Soul.
I prefer the HM1 method because it is more diff icult
to produce permanent magic items. The newer ver-
sions 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 intro-
duced to the HM1 sequence of enchanting artifacts
allows for mages to cast and practice the necessary
spells. Only temporary duration objects result from
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Major Artifact Personality
There are two basic types of major artifact personal-
ity: 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 personal-
ity 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.
Major Artifact Ego/Will
Artificial personalities are possessed of Ego and nat-
ural personalities have Will. For most purposes, Ego
and Will are equivalent. Both types permit the installa-
tion of major (ego-dependent) powers, and make the
artifact more difficult to use.
The higher an artifacts 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 Con-
flict (p.34) to invoke its powers.
Artifact Purpose
Purpose may be installed in artifacts with Ego. (Nat-
ural 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 char-
acter tries to invoke powers in an artifact with Purpose,
the GM judges whether he is acting for, against, or neu-
tral 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 users intent is neutral to artifact purpose,
mental conflict occurs, but the artifacts Mental Con-
flict Factor (p.34) is reduced. If the motivation of eitherparty changes, new conflict occurs. All this depends on
the artifact s ability to assess its users 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.
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 (regard-
less 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 artifacts 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 con-vocation. Powers installed in such an artifact must be
of the same convocation or severe/fatal stress results.
If a Shek-Pvar of a different convocation attempts to
invoke a convocational artifact, mental conflict always
occurs.
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 artifacts Ego/Will. Hence, an arti-
fact 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 arti-
fact cannot initiate action; It must either be invoked
by a user, or its powers) are permanently or automati-
cally invoked by specific situations. Active artifacts areusually possessed of natural personalities and can self-
invoke.
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.
SHEK-PVAR 32 Enriched Magic
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SPELLSWard of Akana, False Soul and Enchant Object
Several warding spells exist to protect an object
from physical harm. The 4th complexity Ward of Akanaextends those protections into the spiritual realm and
opens the door to the possibility of permanently encas-
ing spells (such as False Soul) in an object. Other spells
similar to Ward of Akana exist, such as the 6th com-
plexity 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 essen-
tial. 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 perma-
nent 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 pro-
ficiency 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.
Fount, Resurge, Charge and StorePrinciple 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 capacityto store a number of spell forms each with the princi-
ple 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 else-
where and create the spell form in an item. When a
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 inter-
nal 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 con-
vocational spells - they gather and store energy (prin-
ciple) 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 convoca-
tion. 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 recharge-
able energy supply (such as Fount) regardless of con-
vocation. (Convocational version Charge spells able to
charge some rechargeable energy supply spells of the
same convocation may also reasonably be possible.)
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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 non-physical 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 contain-
ment. 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 dis-
pelled 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 dura-
tion 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.
OR-
The manufacturing time of the object (if the caster caststhe spell while another crafts it the spell and crafting com-
plete together. If the caster both crafts and enchants the
items the total time to craft the item is doubled).
OR-
A 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 con-
tinue 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 reason-
ably free of physical imperfections - it may be impossible to
achieve anward adequate to contain a lasting False Soul on
items that are flawed, damaged or of low quality.
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. Wood-
craft, Weaponcraft, Forge of Kanati (J/VI), etc), adornments
(jewelcraft, carving, etc), and/or any craft affecting enchant-
ments (e.g. Tempering of Pytama), etc.
Once all of the physical properties made crafting theobject 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 materi-
als. 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 non-
convocational elements until ML41+ and the EML penaltyfor any convocational materials 1/4 the % of convocational
material)]
When cast as a Minor Artifact power Ward of Akana can-
not 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: (ALSOSEE 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 con-
vocational material.)
ML61+ Ward of Akana can be attempted on objects com-posed partially of Tertiary or Diametric element. (At an EML
penalty equal to the 1/2 % of object that is Tertiary or Diamet-
ric 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: (15SI)2.5
TIME: (15-SI) hours + see aboveRANGE: touch
DURATION: (see above)
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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 artifacts EGO,
the greater its potential for holding and using special pow-
ers. The higher the casters 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. Cast-
ing WARD and False Soul on ready-made artifacts with tem-
porary durations is the most common method for gaining
experience with object enchantment spells.
Not all warding spells provide a spiritual encasement ade-
quate 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 pow-
ers 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 ran-
domly 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 PUR-
POSE and/or MORALITY. A purpose might be to defeat the
minions of a particular deity. If the user is attempting to fulfill
the artifacts purpose, a control check (below) is unnecessary.
The artificer may also give the artifact his Morality. When-
ever anyone whose morality differs from that of the artifact by
more than two points attempts to use it (regardless of pur-
pose) 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.
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: (15SI)2.5
Time: (20SI) Hours
Range: Touch
Duration: dependent on duration/quality of Ward
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Enchant Object
[Common/VI]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 objects 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 dura-
tion 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.
OR-
The manufacturing time of the object (as per Ward of
Akana).
OR-
The growth of the object (as per Ward of Akana).
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:
The bonus effects are the same as for Ward of Akana
FATIGUE: (15SI)3.5
TIME: (15-SI) hours + see above
RANGE: touch
DURATION: (see above)
Resurge
[Common/M] 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 arti-
fact 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 artifacts 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 iso-lated from ethereal activity (buried deep in lifeless mines and
away from spiritual/elemental/magical activity).
Bonus Effects: (none)
Fatigue: (l5-SI) x Complexity/2
Time: (15-SI) hours
Range: Touch
Duration: Indefinite/Permanent (see above)
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Artifact Enchantment 19
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
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 topower 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 FOUNTs EPs a spell caster must
be attuned to the FOUNT object. (A caster cant 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 can-
not 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 affectthe devices 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 FOUNTs 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 self-
recharging spell (eg. Resurge).
The storage capacity of a Fount is the product of the cast-
ers 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 arti-
fact 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 Mankors 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 Mankors 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 artifacts other
installed powers include Putrid Hand (F/I) and Mankors
Curse (F/IV). In the case of both spells the spell form is
already prepared and the FOUNT can provide 10 EP nec-
essary to power Mankors Curse or ~2.5 EP necessary to
power Putrid Hand. With its 28 EP the device can power
Putrid Hand 11 times or Mankors Curse twice or any
combination that doesnt exceed 28 EP.
As a major Artifact power FOUNT has duration identicalto 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 lookedat 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).
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20 Artifact Enchantment
Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement
Store
[Neutral/IV]Store installs a single object-spell in a compatible object-
artifact. 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 artifactit 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 powers activa-
tion is controlled by the objects EGO.
The Store spell inscribes the object spell form in a physi-
cal 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 casterinvolvement that cannot be stored. Some other spells can
be stored but may still require a period of trance or involve-
ment 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 dur-
ing 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 installa-
tion may be reattempted. The object spell is just a spell form
and is not subject to misfire however Store can misfire oncritical 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. Typi-
cally 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 powers 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 perma-nent 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 mages EML. For a mage with a ML focus and
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 occu-
pies 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)
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A fanon set of expansions, modifications and clarifications ofItem enchantment for the HarnMaster RPG system.