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Enchanting

 

The counterpart to Alchemy, this path deals with the creation of magical items. These artifacts take many forms, from rings and amulets to enchanted weapons and cloaks. Templates for creating other artifacts are also available. These additional procedures have the same experience cost as rituals of equivalent level.

 

The particular style of the creations will depend upon your character's heritage, and anything you create may normally be used only by members of your particular magical tradition (an African shaman cannot use a Scottish witch's creation). You may, however, design an item specifically for another character. Such dedicated talismans may only be used by the creator and the intended recipient and do not require any sort of test to activate. There are two requirements for creating a talisman. First, the sorcerer must specify the effect she is creating. Second, she must specify the condition under which the talisman works (i.e., when the moon is full, when blood is wiped across it, the user must sing while using it). Without both, the creation fails. All uses of this path require a Static Mental Test to see if the creation process was successful. The Storyteller may opt to make this a blind test with the outcome only revealed the first time you attempt to use the item.

 

Basic:

 

At the lowest level, you may create simple magical tokens. Each token may be activated only once and the effects typically last for a single scene. These items take one day to prepare and will hold their power for up to a week before the enchantment fades. Some common tokens include: 

 

Fate's Blessing -

This simple favor grants the user three retests during the course of a single game session. No more than one of these retests may be used during any given set of tests. The creation could be a string of beads that must be rubbed to activate the magic or a cake that must be shared with someone else.

 

Minor Amulets -

Native shamans have long known how to distill the essence of the great beasts, gaining the powers inherent in their nature. The strength of the buffalo, the grace of the cougar or the vision of the eagle can all be called upon by shamans wise in these ways. Amulets grant the user two Attribute or Ability Traits that last for an hour (or until used). A character may only benefit from one of these Amulets at a time and the Traits gained must be specified when the item is created. The token may be a medicine wheel carried in a pocket or on a necklace or a feather harvested from a particular bird and worn in the hair. A silver toe ring that causes the wearer to dance beautifully (Performance: Dance x 3), as long as she goes barefoot. A pen that translates chicken-scratch writing into calligraphy when the pen is dipped in ink made from violets.

 

Intermediate:

 

More complex workings allow you to extend the durability of your creations. Rather than having only a single use, these items may be used once per game session for each temporary Willpower Trait you spend during the final hour of their manufacture. The scope of these items is still the same, however, providing Basic effects, Merits (up to three Traits in value), or something of your own creation for one scene. These charms take an entire week to create, during which time the sorcerer may do nothing other than eat, sleep and work. The items remain enchanted one month for every two Mental Traits you have.

 

Lesser Wards -

These talismans duplicate the effects of the various Lesser Ward rituals found in other Praxes. Each of these patterns must be learned separately, though there is no additional experience cost to create a talisman if you already know the ritual form. Once activated, the benefits apply for the remainder of the current scene. 

Spirit and Creature wards function slightly differently than their equivalent rituals. Rather than requiring a Mental Challenge to enter a protected area, the creature must win a Static Physical Test, or the spirit must win a Static Mental Test (difficulty equal to the sorcerer’s Mental Traits at the time of creation). Each attempt to touch the protected individual requires a separate test, and if the attacker fails, he may not try again for the remainder of the scene.

 

Major Amulets -

Similar to the Minor Amulets of the previous level, these items grant the wearer one Attribute or Ability Trait that may not be permanently lost. This benefit lasts for the entire scene in which the amulet is activated. As with similar gains, the specific Traits are specified when the item is created and cannot be combined with anyother form of enhancement within the same category. Pearl earrings that grant an extra Social Trait if washed in wine and rubbed with velvet before wearing, or shoes that confer a single Stealth Ability when filled with grave dirt are good examples of Major Amulets. A golden locket that shows a picture of any relative or friend of the sorcerer after a rose petal is placed inside it. A silver basin that will allow water collected in it under full moonlight by the target’s mother to wash away a flesh scar for a single game session.

 

Advanced:

 

Though similar in format to the Intermediate level, both the scope and utility of Advanced creations are increased. Each Mental Trait spent during the final hour of its creation allows an item to be used once a night. These objects require a month of dedicated effort to fashion properly. No other activity is possible during this period. If the creation test is successful, the sorcerer must determine the desired life span of the item. She may opt to spend a temporary Willpower Trait, which will empower the newly forged artifact for one full month, or a permanent Trait, resulting in a lasting creation. If she fails the Static Mental Test, the item may still function, though it will crumble to dust after its powers are used once.

 

Greater Wards -

Similar to the Intermediate version, these talismans duplicate the protection granted by the various Greater Wards of other Praxes. However, the benefits apply only as long as the ward is worn. Such items are usually pieces of jewelry or clothing and have an activation condition (i.e., a necklace that wards against a specific demon so long as the target doesn’t come in contact with flies).

In the case of Spirit and Creature wards, the banned creature must spend a temporary Willpower Trait to touch the protected individual. Even then, the creature or spirit still suffers the harmful effects of the ward whenever it comes into contact with the wearer. In addition, ranged attacks or supernatural powers require a Static Mental Test to target the bearer of the ward.

 

Potent Amulets -

In addition to granting the wearer one permanent Attribute or Ability Trait, this charm allows the recipient to throw the Bomb in tests or challenges involving the appropriate Trait. These benefits are considered always in effect and may not be combined with other forms of Attribute enhancement. Examples include a tattoo, made with enchanted inks, that grants an extra Social Trait if placed over the heart or a golden torque that grants a Physical Trait if dipped in freshly spilled blood before each full moon.

 

Menial Golems -

Servants are always handy to have around. This rite allows you to enchant a statue, animating it in a limited fashion. Though capable of simple functions such as digging, cleaning or moving  objects around, these servants have almost no intelligence of their own. They may follow simple orders, nothing more complex than a three-yearold child could understand. Menial servants possess no Attribute or Ability Traits, no Willpower and two Health Levels. If they take more than two levels of damage, they crumble to dust. Because they are not alive, these automatons require no food or rest, nor do they need to breathe. The animated brooms from The Sorcerer’s Apprentice are good examples of menial golems.

 

Master:

 

More potent and versatile than Advanced charms, creations at this level require one month of isolation to prepare. Your character must remain out-of-play and undisturbed for the entire duration of the working or all time spent to that point is wasted. These are often creations of legend - a harp that plays by itself if strung with human hair, a cloak that confers invisibility when stitched with silver thread, or a salve that removes disfiguring flesh scars.

These artifacts are almost unlimited in their scope. Master-level powers may be employed once per game for each Mental Attribute you spend during the final hour of creation. Alternately, you may fashion talismans which bestow any Intermediate effects at will. Some specific creations available at this level include:

 

Superior Golems -

Whereas the Menial Golems described above are incapable of independent thought or action, the servitors created at this level have a much greater capacity for direction. You may issue moderately complex orders, anything a 10-year-old child could understand. These servants will then attempt to carry out those commands, dealing with situations as they arise.

Each servitor is fashioned with 10 Attribute Traits, though these are not broken up by category. Any ties or overbids are resolved using the entire set of Traits. Superior Golems have two Ability Traits and four Health Levels, do not need to eat or sleep and may ignore all wound penalties. 

 

 -  A book that will translate anything written into it into the caster’s native language if the pages are first sprinkled with paper ash. 

 

 -  A breadbox that always has a fresh loaf of bread in it, so long as three slices from the last loaf are left inside.

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