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Artifact Enchantment

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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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    4 Artifact Enchantment

    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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    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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    18 Artifact Enchantment

    Copyright 2011 Gary Ashburn and Kelstia Productions LtdArtifact Ehancement

    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.


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