Note that GP costs are not listed - items may require one or more quests to gather the necessary ingredients/materials.

Methods of Magic Item Creation

Quick and Dirty: If you can come up with the power right then and there, cast away and zap!, you have the enchantment. This takes one minute per point of energy necessary for the enchantment. A roll is made when the item is created:  any roll of 1 means the item is destroyed. A no-hit roll means the item has obtained quirks at GM will. A 1 or 2-hit roll means the item works normally. Every 4 hits in addition subtracts 5% from how much energy the spell costs the user, and especially high rolls may have especially good results at GM decision (especially if a maximum is rolled (such as 60 on a d60.)) This enchantment is most handy for quick-enchanting a handful of bullets, or a few quick arrows.

Slow and Sure: This allows the user to take -time- on an item, to insure success. Each day, the user (and his associates) can make a roll - the amount rolled is contributed to the enchantment.

Example: Shidi rolls 32, Arc rolls 21... 53 points for the day.

However, the enchanter or enchanters are reduced to 10% of their maximum energy after doing this, and can only do it once a day... not too good for those who tend to be attacked frequently. Enchanters cannot contribute more energy to a project than they have, incidentally.

Energy Cost for Enchanting Items

One-use weapons, such as bullets, are at 1/50 normal cost because the enchantment only has to work once.
Missle weapons such as arrows and crossbow bolts cost 1/5 normal because they are still very light and small as compared to most combat weapons.
Average weapons are normal cost, and so is average armor.

Components (as mentioned under the Energy Rules section of the charter) may be used to reduce the cost of the enchantment, by providing additional energy when used. This only provides energy if the components are appropriate, though, and components are usually destroyed when used. In addition, some special enchantments may require components as part of the enchantment process.

Basic Enchantments:

Accuracy - Grants +d1 to sides when the weapon is used. This costs 50 for the first +d1, an additional 50 for the second, an additional 100 for the third and 200 for each additional.

Deflection - Grants +d1 to sides when defending (on a weapon, this represents better parrying ability; on armor, it represents actual deflection.) Same cost as Accuracy.

Fortification - Adds 1 to the armor's DR. This costs 100 for the first DR, 200 for the second and third, and 500 for each additional.

Shatterproof - The weapon/armor is less susceptible to damage, wear, and tear. This is the most frequently modifiable in price - the above prices assume a normal weapon or chainmail. Your mileage may vary. There are three levels of this:

Level 1 - This object or weapon can survive most mundane traumas. 100 energy.
Level 2 - The weapon can survive severe damage that would normally require extensive repairs. 250 energy.
Level 3 - The damn thing just won't break! 500 energy.
Runic - This is not an enchantment per se as much as a modifier on an already planned enchantment. This changes a fraction (1/(number of runes+1)) of the damage to the rune's type.
Elemental Rune - Changes damage to that of one of the four elements.
Cost: 60% of normal.
Light/Darkness Rune - Just as it says.
Cost: 70% of normal.
Holy/Vile Rune - Need we repeat ourselves?
Cost: 80% of normal.
 
Limitation- This is not an enchantment per se as much as a modifier on an already planned enchantment. This limits an enchantment to operate only under certain conditions, and costs less than making it work under all circumstances. Bad rolls tend to cause Limitations...
Common - Enchantment applies only under commonly encountered conditions. (ex. vs Fire.)
Cost: 80% of normal.
Uncommon - Enchantment applies only under seldom encountered conditions. (ex. vs Lava.)
Cost: 50% of normal.
Rare - Enchantment applies only under unlikely to be encountered conditions. (ex. vs Comets.)
Cost: 20% of normal.
Very Rare - Enchantment almost never applies. (ex. vs Glass Golems).
Cost: 10% of normal.
Power - This enchantment is very powerful; it enables the item to draw mana out of the environment to cast a spell. Each level allows the item to cost 1 less EP to cast its' inherent spell or spells. If this reduces the cost to 0 EP (or less), the spell does not require energy from the caster. This costs a total of 500 energy for the first point, 1000 for the second, 2000 for the third, 4000 for the fourth, and an additional 2000 for every extra point.

Absorption - This enchantment absorbs some form of damage, and converts it into EP that the wielder can then use for his own purposes. For each level of absorption, the object absorbs one point of incoming damage, and converts into EP in a 'battery' of sorts. The 'battery' is limited to 4 * the level of this enchantment - after that, additional energy merely radiates off. Absorption is limited to 3 times the number of dice of the enchanter.

Anything - Any damage inflicted to you has the potential to be absorbed.
Cost:  1000 per level.
Very Common - Something you probably will face, like metal, magic, anything cutting, anything blunt.
Cost:  800 per level.
Common - Something you will encounter often, though not constantly, like an elemental or energy attack.
Cost:  600 per level.
Uncommon - Something you might encounter on occasion, but not present in every adventure.
Cost:  400 per level.
Rare - Something you probably will not encounter, but it has its' uses...
Cost:  200 per level.
Very Rare - Something you will almost never encounter, best known as a party favor.
Cost:  100 per level.


Sharpness - This enchantment is not per se an actual enchantment so much as an improvement to the blade's workmanship. Nevertheless, this spell comes in handy, and it doesn't fade if the magic does.

Level 1 - Sharp enough to cut through a helmet and still neatly cleave the skull beneath. +d1 to dice, 100 energy.
Level 2 - Lovely parting head from shoulders gift. +d2 to dice, 200 energy.
Level 3 - Swords of sharpness got their rep from this. +d3, 400 energy.
Level 4 - They won't even feel it till the blood begins to spray... +d4, 600 energy.
Level 5 - Vorpal blades are this devastating, and fun too. +d5, 800 energy.
Level 6 - Monofilament. The sharpest it gets. +d6, 1000 energy.
Powerstone Creation

Powerstones are special - they are the enchantment of jewels into sources of actual energy. A powerstone can store one point of energy per carat - this is not a weight problem so much as a size problem. Fairly large jewels are hard to come by and not hard to see. Anyways, the cost of a powerstone enchantment is 20 per point - and if the roll is a no-hit, 1 hit, or two-hit, the powerstone gains a quirk (from "can't be used on Thursdays" to "only usable by silver-eyed people" - quirk severity depends on roll.)

Spell Enchantment

There are those who would like to imbue an object (wand, staff, pistol, etc.) with a spell. Here's how:

First the spell itself has to be enchanted into the wand/staff/rod, which costs an average of 200 points per point of EP the spell normally costs. (Ex: Staff of Healing - casts Healing on one target - costs 5 energy - 1000 energy to create.) Next, if you don't want the user to pay the price for the spell (i.e. energy cost) you buy the Power enchantment, as listed above, or install a powerstone. Powerstones give double normal energy if built into an item (so that removing it renders it useless) or triple normal if it can only be used to power the item.

Note: Anyone can now use the item to cast the spell. Their dice and sides are averaged with the caster's (or the caster's is used if less) for purposes of the casting.

Scrolls and Potions

Okay, all you want is a one-shot item, hmm? Well, that's basically just 1/50 of the cost of a staff or whatever that does the same thing. Obviously, you can't include a Powerstone (well, not without a -reeeal- good explanation; a Powerstone-tipped missle?), but sure, you can craft a scroll or potion. Bear in mind that scrolls and potions can use components, and said components are indeed destroyed; however, such components must be creative, relevant, and provide 1/2 as much energy as usual. Note: Alchemists can use the component cost to reduce the amount of their own energy lost as well as to power the resultant spell.

Example: Potion of Healing - 1000 / 50 = 20 energy to make. Gathering of components sufficient to give 5 EP (remember, components provide double power when destroyed, but half power for the purposes of potion/scroll creation/empowerment) would make this potion not drain energy from the drinker (suggested unless you -want- the drinker to lose 5 fatigue.) See?

Missile Weapons and Enchantments

Perhaps you want to make a missle that casts a spell; for instance, an arrow that explodes into a fireball, or a bullet that casts a dispellation as it hits. Bullets should be designed as one-shot items, as should any missile that will probably be destroyed upon impact (whether by the impact or the spell.) Arrows that are expected to be reusable should be enchanted as normal missile weaponry. Components and Powerstones require a very good explanation; however, the missile weapon may not draw energy from the firer, and will not work unless it has the requisite energy.

Example 1: Thunder-bolt.
Shidi decides to make Herb an arrow that causes an electrical blast upon impact. She believes he'll be able to recover this, so she enchants it as a normal missile enchantment (1/5 of normal cost.) She decides that the "Thunder-bolt" will be fairly accurate (Accuracy, level 3 - 200 energy), and will cast the Thunderbolt spell (costs 1 EP - costs 200 energy as an item) upon impact. The final energy cost is divided by 5, as it is a missile weapon being enchanted (400 divided by 5 = 80 energy).

Assuming Shidi completes the Thunder-bolt, the bolt would inflict damage normally upon impact (Herb's dice would be rolled), and if the bolt hits the target, Shidi's dice at the time of enchantment would be rolled for the damage of the electrical blast. Shidi also must include components to pay for the 1 EP energy cost - she decides to use one of her feathers for the fletching of the bolt, which indeed would provide enough power as a component to cover the energy cost.

Example 2: Black Flame Bullet.
Some dark type decides to craft a bullet capable of severing the earthly ties of a mortal target. Since this bullet will only work once, it is a one-shot item. (1/50 of normal cost.) This darkling decides that the bullet must be extremely accurate (Accuracy, level 10 - 1600 energy), will cast Black Flame on the target (a modified fireball that adds +d30 - this would cost 46 EP - 9200 energy), and will cast Annihilation on the target (this is expected to only be used on a mortal target, and the darkling is relatively sure (being a 4d80) that he can roll 20 hits; so the spell merely costs 40 EP - 8000 energy for the item creation cost.) In addition, the darkling must put a Power enchantment on the item to cover the 46 maximum EP that the bullet will require; this requires a whopping 90000 energy. Tallied up, that's 90000 + 8000 + 9200 + 1600 = 108800 energy, divided by 50 as it is a one-shot item, which brings us down to 2176 EP required to enchant this single bullet. The darkling, being persistent and lacking a social life, sets down to work on the item... (Incidentally, on average, a 4d80 being rolls 23.45 hits - this single bullet would require about 93 days under average conditions to craft.)

Assuming nothing bad happens, the darkling has a single Black Flame Bullet. He proceeds to give this bullet to his favored sniper, to shoot down a king of a neighboring realm. The sniper (who will gain a +d10 to aim due to the bullet's enchantment, in addition to any bonuses of his own) fires at his target... Assuming he hits, the bullet causes damage as normal for its' type, then the Black Flame enchantment goes off (which is cast at the darkling's level +d30 - 4d110) for impressive fire damage, then the Annihilation enchantment is triggered (4d80 - must roll above (dice) * 10 hits to succeed, and will automatically fail if the target is not dead)... This may be very impressive if it actually works; however, as may be apparent, it would be much easier for the darkling to kill the target himself. But who said villians were intelligent?

This example was included to make a point to GMs out there - it -is- possible to make omni-powerful weaponry, just bear in mind that it is also hideously expensive and requires the caster to take a lot of time out of his life towards making it, which will leave that caster significantly drained during the time of enchanting. Bear this in mind before you decide that every member of the Legions of Terror has an enchanted Uzi with enchanted bullets.

Know of an item you'd like to make not covered here? Go ahead and ask, you might get it approved. -=smile=-