This page describes how to create items enchanted with magical effects such as imbuing, enchanting, performing rituals, brewing potions, and creating artifacts. These can be done with either arcane or primal magic and work in similar ways. Creating magical items always requires a magical workshop appropriate to the kind of magic used.
[These rules are adapted from Wizards and Mystics page 14.]
Imbuing is the process of storing magical energy in an object; inanimate objects for arcane magic and living objects for primal magic. These are commonly known as scrolls and potions, but may be made of any object such as an arrow, tea kettle, or carved figurine. Imbued objects are single-use items with a specific power stored in them.
The process takes about 4 days and works like a standard power activation; a mage may only imbue powers they know. Power points, limitation, and modifications are chosen before the skill test. A critical failure causes backlash as normal and destroys the object, but does not destroy previously imbued objects. When successful the power is now stored within the object and can be activated instantly at any time by anybody who knows how to activate the imbued object, even if they have no magical ability themselves. Once an item is used it crumbles into dust. If the mage dies then all imbued items they created also crumble into dust.
The mage's power points are reserved by the object and do not regenerate until the imbued object is used. An imbued item is mystically connected to the mage who created it. The mage knows instantly if the object is used or destroyed. By concentrating a mage can determine the general direction to an object they imbued, but not how far away it is. A mage may also disenchant the object instantly if they are touching it.
[These rules are adapted from Arcane Devices, page 153.]
Enchanting is a more powerful form of imbuing, creating magical objects that may be used multiple times. When an enchanted object is created the mage decides which power and how many power points to invest in the item, the more power points allocated the more uses the object will have. The process requires about four days of focused effort per power point allocated. The mage makes a magic skill test and the time is reduced by one day per raise and a backlash destroys the object being enchanted, in addition to other effects.
Power points used to create the item are reserved and the mage doesn't regenerate them until the object is destroyed. An enchanted item is also mystically connected to the mage who created it. The mage knows instantly if the object is destroyed. By concentrating a mage can determine the general direction to the enchanted object, but not how far away it is. A mage may also disenchant the object instantly if they are touching it.
When successful the power is now stored within the object and can be activated by anybody who knows how to activate the enchanted object, even if they have no magical ability themselves. When activating the object the wielder chooses any modifiers and limitations for the power and makes a skill role appropriate to the use of the object, or the creator's magic skill if nothing else fits. Critical failures will cause backlash to the user. Power points user are permanently removed from the device and when the device runs out of power points it crumbles into dust. If the mage dies then all enchanted items they created also crumble into dust.
Artifacts are permanent enchanted objects that can regenerate their power points. Artifacts are created in much the same way as enchanted items but requires a lot more time, a month of focused effort per power point allocated. Power points allocated to the artifact are permanently removed from the mage and will never regenerate, even if the artifact is destroyed. Because the mage is now disconnected from the artifact they will not know when the artifact is destroyed and can't sense the direction to the artifact.
Artifacts are used in the same way as enchanted items, with the user deciding any modifications and limitation when used. A backlash permanently removes one power point from the artifact in addition to staggering the user. When an artifact has zero power points reserve due to backlashes it crumbles into dust. Artifacts regenerate power points at a rate of 5 per hour.
The process of creating an artifact involves manipulating and controlling immense magical energy. This has several side effects for the mage and the artifact. As mentioned above, the mage permanently looses power points and such a massive effort can have an effect on their personality. Meanwhile the magical energies trapped in the artifact give it semi-sentience, a will and a purpose chosen by the creator.
Artifacts can only be damaged or destroyed by another artificer or extraordinary magical energy. Even bringing an artifact into subspace will only temporarily disable it's magic.
The powerful magic used to create artifacts always results in an object with a purpose and motivation of its own. Artifacts with motivation are not alive.
Arcane artifacts express their personality by glowing or vibrating and primal artifacts make the user feel content or anxious. Personalities are described below. When the artifact is used in a way that fulfills its motivation it glows softly or the user feels content. In the opposite condition the artifact vibrates annoyingly or the user feels anxious.
The creator of the artifact chooses the motivation.
- Addict: active when used to overindulge in something.
- Architect: active when used to build something that will last.
- Artist: active when used for creative creations, or in the presence of art.
- Autocrat: active when used to seek power and prominence for its own sake.
- Barbaric: active when in the midst of a large battle, or the site of a large battle.
- Benefactor: active when used to protect the people around you.
- Bloodlust: active when attacking helpless or innocent people.
- Braggart: active when used to needlessly show off or demonstrate skill.
- Bravo: active when used to bully others into submission.
- Capitalist: active when used to make trade good and services for profit.
- Caregiver: active when used to console others or show compassion.
- Caretaker: active when used to provide safety and sustenance.
- Competitor: active when used to compete against somebody.
- Conniver: active when used to convince others do your work for you.
- Coward: active when used to flee from danger.
- Crusader: active when used to fight for an ideal strongly held by the user.
- Curmudgeon: active when foretelling a disaster.
- Detective: active when used to solve a riddle or mystery.
- Deviant: active when flaunting laws or traditions for no personal gain.
- Director: active when used to lead others in a quest or cause.
- Explorer: active when discovering or visiting new places.
- Faithful: active when used to ignore logical answers and take action based only on belief.
- Gallant: active when used to seek attention and adulation from others.
- Gambler: active when used to attempt a very unlikely task.
- Gregarious: active when at a party or large gathering.
- Guru: active when used to lead others to spiritual fulfillment.
- Hunter: active when used to hunt animals for food.
- Judge: active when used to arbitrate an argument logically.
- Lazy: active when used to avoid responsibilities.
- Leader: active when used to set an example for others to follow.
- Loner: active when nobody else is nearby.
- Lover: active when used in romantic situations.
- Maniac: active when used to push beyond the limits of physical exhaustion.
- Martyr: active when used to sacrifice yourself for the greater good.
- Masochist: active when used to inflict suffering on itself or its user.
- Masquerader: active when attempting to hide your identity from authority.
- Meddler: active when attempting to aid others without their knowledge or consent.
- Omega: active when used to submit to the commands of another.
- Paragon: active when used for honest straight dealings and obvious purpose.
- Pedagogue: active when used to teach others.
- Perfectionist: active when redoing work to achieve a better result.
- Playful: active when used to play which children.
- Rebel: active when used to oppose established authorities.
- Reflective: active when used to meditate or daydream.
- Rogue: active when used to take what belongs to others for your own gain.
- Sadist: active when used to inflict pain and misery on others.
- Schadenfreude: active when bad things happen to others, through no action of your own.
- Scientist: active when used to understand the world through analytical methods.
- Shock Jock: active when used to inspire shock and disgust for show.
- Sneaky: active when attempting to hide from something or somebody.
- Sociopath: active when used to bully or oppress weaker people.
- Soldier: active when used to fulfill your official duties.
- Temperamental: active when you get angry over inconsequential things.
- Thrill-Seeker: active when used to intentionally seek danger.
- Trickster: active when used to set a non-lethal prank for others.
- Troublemaker: active when attempting to cause a fight or sow unrest.
- Tycoon: active when used to acquire wealth and status.
- Unpredictable: active at random and inconvenient times.
- Vigilante: active when in the presence of a creature intent or harm.
- Wanderer: active when traveling to faraway places.
Delver alchemy is the practice of altering the properties of inanimate, non-organic, objects. Most often this is a simple change in the properties of an object but they can also create more powerful enchantments and devices. Delvers enchant objects using the same rules as described above but prefer to create artifacts with permanent effects.
For an example of delver enchantments, see page 210 of the Savage Pathfinder book.