Enchanting

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This page describes how to create long lasting 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.

Imbuing

[These rules are adapted from Wizards and Mystics page 14.]

Imbuing is the process of temporarily storing a magic effect in an inanimate object. These are commonly known as scrolls and potions, but may be made of any object such as an arrow, tea kettle, or carven figure.

The process takes about an hour and works like any other spell test; all spell effects and options are chosen when the object is imbued and a critical failure does not destroy previously imbued objects. The spell is now stored within the object and can be activated instantly at any time, with a gesture or command word. Anybody who knows how to activate the imbued object can do so, even if they have no magical ability themselves.

The magician's power point reserve is reduced by the amount used to imbue the object and do not regenerate until the imbued object is used. An imbued item deteriorates slowly as it is consumed by the magic within it. After a number of weeks equal to the number of power points used to create the object it crumbles and the power points can be regenerated by the magician. A magician may also disenchant the object if they are touching it.

Enchanting

Enchanting works like imbuing but the object may be used multiple times. When an enchanted object is created the magician decides how many "charges" the item has and adds that many power points to the enchantment. For example, if a Wand of fire bolts was created it might need 6 power points (1 for bolt and 1 for each of 5 charges). As with Imbuing these power points are reserved by the enchanted object and don't regenerate.

An enchanted object deteriorates after a number of months equal to the power points used to create it. When it crumbles the power points can be regenerated. A magician may also disenchant the object if they are touching it.

Artifacts

Artifacts are enchanted objects that can regenerate their power points. Artifacts follow the Arcane Devices rules described on page 153 of Savage Worlds Adventure Edition. Artifacts deteriorate slowly, losing one power point per year until they crumble. Artifacts usually regenerate power points at a rate of one per hour.

The powerful magic used to create artifacts results in an object with a personality of its own from the list below.

Arcane artifacts generate two emotions randomly and select a personality. Select a personality randomly when the artifact is created.

Artifact Personalities


  1. Soldier’s Savior -- You always know the direction of the closest house or inn.
  2. Totemic -- The artifact is often recognized as being a true example of its craft, and will be appreciated and fawned over.
  3. Forewarning On occasion -- The artifact will ocasionally communicate with the bearer in their sleep or meditation, gifting them a cryptic omen of future events.
  4. Battlebred -- The artifact will glow a sinister red color around areas that have experienced bloodshed recently.
  5. Distorting -- The artifact shimmers constantly, it is always seen to be magical by anyone who views it.
  6. Longing -- When left alone, after a short time the artifact will emit an annoying whine until it is reunited with its owner.
  7. Wilderness -- The artifact guides the bearer carefully through the land, you leave no footprints.
  8. Malice -- Any other creature who lifts this artifact suffers constant, annoying pain until they release it.
  9. Entertainer -- The artifact thrives in reveling after a success. It regains power points after a celebration that honors its victory.
  10. Bravado -- The artifact wants to be heard. If knocked against an inanimate object it will let out a booming noise that can be heard 100m feet away.
  11. Honourable -- The artifact will only deliver non-lethal damage to an unarmed creature.
  12. Homing -- You can use an action to mark your current location. For the next 24 hours the artifact will always be able to guide you back to that location.
  13. Violent -- When you are presented with the options, the artifact will try to subtlety push you in the direction that would see more bloodshed.
  14. Foefiend -- The artifact glows soft blue when in the presence of a creature intent on harming you.
  15. Serene -- When you are in a calm situation you will feel especially content and you regain power points twice as quickly.
  16. Determined -- Finding yourself up against impossible odds will only harden your resolve, you cannot be stunned.
  17. Greedy -- The artifact will fill you with a lusting desire when an opportunity to increase your wealth presents itself. +1 on all wealth checks when selling goods or negotiating.
  18. Bashful -- You find the artifact warming slightly, filling you with a feeling of joy, whenever something embarrassing happens to anyone in sight.
  19. Sinister -- Witnessing the downfall of others fills you with a sensation of happiness.
  20. Thoughtful -- The artifact will encourage you to think of a creative solution, filling you with pride when these come to fruition.
  21. Glutton -- While in possession of the artifact you have a constant urge to eat.
  22. Artist -- The artifact regains power points when used to create something artistic.

Dwarven Alchemy

Elven Ceremonies