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 Wand Enchantments, not only three
gwaedin
Posted: 3 Dec 2008, 15:47


Grade 3


Group: Admin
Posts: 363
Member No.: 18
Joined: 3 December 04



Hello!

I would like to have some information regarding wand echantments which are
not present in the Basic Rules.
If you look at the Advanced Rules that I created, you'll find out that I added:

- Double Measure
- Hammer of the mage
- The Power Focus
- The Modification Focus
- The Trait Focus
- The Spell Repository
- Flaming Sword
- Scaleskin
- Retrieve

Should my magician player wish to activate any of them, I would need to know:
- the AP cost
- the Test required (involved Attributes and modification)

I only know about Flaming Sword which as far as I know requires 300 AP and a CO/CL/IN Test +7 to be learned, in addition to the following requirements: Power Focus, Eternal Flame, Ritual Lore (Mages) 11.
Any chance somebody can give me some information about the other
enchantments?

Cheers
gwaedin


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gwaedin
Posted: 3 Feb 2009, 06:36


Grade 3


Group: Admin
Posts: 363
Member No.: 18
Joined: 3 December 04



Wand Enchantments
Undoubtedly the most well known Aventurian ritual object is the magic wand of the guild mages, and therefore the associated rituals, the wand enchantments, are the most well researched field of ritual magic. For a long time these rituals, some of which have been passed on for many centuries, were essentially considered to be transmitted, without being changed. This is still true, but mages from Khunchom, Kuslik and Punin have deciphered the basic structure of these rituals and on this basis they have created new ones. Old writings that have reappeared in the context of the Borbaradian War, but also records of the first Harika Expedition to Gyldenland are supposed to have been the key to these advancements.
In particular, it seems that these rituals didn't have a common basis but instead developed from different traditions of the Gyldenlandian mage-houses during the settlers time and were then combined into a common concept.
The choice of the magic wand's form and material is basically up to the prospective mage himself, but wisdom of the ancestors and centuries of experience have proven certain approaches to wand enchanting to be most practical. Wands that don't conform with the traditional requirements can sometimes result in unplanned effects; wands made of special woods (see 'Stäbe, Ringe, Dschinnenlampen', page 117f.) can have side-effects on both capacity (see below) and the individual wand-enchantments. Also improper size and form of the wand make it difficult to handle for many purposes. Wands of a length of less than one pace only save the mage 1 ASP when using a Powerfocus if the cost of the complete spell is higher than 10 ASP, the possible Rope of the Adept is only 7 paces long and they cause 2 HP less damage in the form of a Flaming Sword. Storing any enchantment into the wand is also more difficult (by one point) and they have a lower capacity. Even smaller wands almost only serve representation purposes, because there are difficulties at storing enchantments into them (Difficulty Increase of 3 points on creation tests) and because they are usually useless as weapons. Furthermore, the astral capacity of the wand is considerably lower, meaning: such a wand can hold very few enchantments.
To incorporate the magical crystal ball into the Wand Binding both bonding rituals must be performed at the same time, with an additional Difficulty Increase of 2 for both. Conversely Retrieve must only be incorporated once into such a combined artefact to affect both components.
In order to weave the ritual of a wand enchantment the mage must concentrate in solitude for one day – that means from dawn till dusk – on his wand. All the wand enchantments (except the Flaming Sword, see below) can be repeated any number of times in case of failure of the ritual, as long as the mage possesses enough Astral Energy. However, a lunation (28 days) must pass between two attempts.
The wand enchantments are subdivided into four thematic groups: The Wand Binding and the by now universal Retrieve are classified as 'meta wand enchantments'; the Eternal Flame, the Rope of the Adept, the Double Measure and the Mage's Hammer are considered 'profane wand enchantments'; Power Focus, Modification Focus, Spell Repository and Trait Focus (Characteristics Focus) are called 'arcane wand-enchantments'; finally, Scaleskin and Flaming Sword are said to be 'esoteric wand-enchantments'.
To imbue a wand with an enchantment the caster must be skilled in Ritual Lore (Guild Magic) and must have learnt the according ritual from a book or a teacher. The learning costs are listed under the respective wand enchantment description. Performing the ritual costs no additional Adventure Points (AP) but some enchantments require a permanent ASP expenditure.
In game terms Ritual Lore is used as the relevant Talent for wand enchantments, while the required attributes and difficulty increase are mentioned in the individual enchantment description. In case of failure of the test the full ASP cost has to be paid. (If a Fumble occurs the mage can receive the disadvantage Artifact-Bound, if he subsequently rolls another 20 on a D20). Permanent ASP are transferred into the wand only if the test succeeds, though.
The enchantments can be stored into the wand in any order; the only exceptions are the Binding, which is always the first ritual, and Retrieve which is always the last.



Capacity and Individual Volume
Any wand possess a maximum Capacity and every wand enchantment occupies a certain Individual Volume: therefore a wand can only hold a limited number of enchantments before its maximum Capacity is reached. During the Wand Binding ritual however the adept can spend additional permanent ASP into the wand, to make its 'holding matrix' more receptive, that is to say: to increase the astral capacity of the wand. The available capacity is 24 points for a “standard” wand, 18 points for a short wand (around 1 pace), 15 points for a very short wand (around ½ pace length) and 27 points for a wand that has a built-in crystal ball. Special materials can alter the wand capacity (see 'Stäbe, Ringe, Dschinnenlampen', page 117f.).



Using Wand enchantments
A magic wand can always have only one active effect, meaning: if it is lengthened or transformed into a rope or a torch, it cannot be used as a Powerfocus and the spells stored in it cannot be activated. Continuing the example, it is not possible to benefit from the Eternal Flame and the Double Measure at the same time, or to use the Modification-, Power- or Trait Foci while storing a spell into the wand via Spell Repository. Exceptions are the simultaneous use of the three 'Foci' (meaning that it is possible to use the Modification-, the Power- and the Trait Focus at the same time), as well as the indestructibility caused by the Binding: apart from the reptile form of the Scaleskin a magic wand is unbreakable in all its forms as it is in its basic form.



Wand Binding (First Wand Enchantment)
Requirements: Ritual Lore (Guild Magic) 3
Learning costs: 100 AP
Creation test: CL/CH/DE (+3)
Creation costs: 22 ASP, 1 of them permanently (and eventually additional permanent ASP to increase the wand's capacity)
Volume: 0 Points
Effect: This is the most basic of Wand Enchantments. The caster uses it to create a mental bond between his Wand and himself, which enables him – and only him – to imbue it with more spells later on. In addition, the First Wand Enchantment makes the Wand unbreakable. It can be destroyed only by very potent magic (at least a specialized DESTRUCTIBO) or an extremely hot fire (even hotter than an IGNIFAXIUS or dragon's breath). It cannot be destroyed anymore by mechanical means or ordinary spells (like a DESINTEGRATUS or a HARD, MELT!). However it still retains a minimal flexibility and is considered as an 'item held in hand' (e.g. for purpose of an Expanded Aura or an Elemental Body spell).
A wand which is bound in such way to the caster is considered a magic weapon and can therefore harm many beings that are resistant or immune against standard weapons. It is not possible to bind more spells into the wand by using APPLICATUS or the ARCANOVI spell. For every extra 3 permanent ASP a mage invests in the Binding the Wand capacity is increased by 1 point. All magicians begin play with a magician’s staff already imbued with the First Wand Enchantment; thus, you do not need to subtract one ASP from your starting amount. A mage can have only a single bound Wand.
Trait: Object

Eternal Flame
Requirements: Ritual Lore (Guild Magic) 5
Learning costs: 75 AP
Creation test: CL/CL/DE (+4)
Creation costs: 23 ASP
Volume: 2 points
Effect: This enchantment turns the Wand into the magical equivalent of a torch which may be turned on or off at will, without using ASP. The Wand’s fire is genuine, igniting flammable substances, but does not burn away the Wand itself; it doesn’t need air and does not produce smoke. This fire burns as long as the mage wishes or until he puts down the wand (and therefore loses physical contact with it); after that the flame expires and needs AE again to flare up anew.
The fire of this torch ignites flammable materials, but it does not consume the wand itself,. A blow with the burning torch causes an additional 1d6 HP (calculate separately); however, a wand that uses the Eternal Flame can only be handled with the (two handed) axes and maces talent and with an additional Weapon Modifier (WM) of
0/-2.
Activation test: -
Activation cost: 1 ASP
Casting time: 1 Action
Duration: at will
Traits: Object, Elemental (Fire)



The Rope of the Adept
Requirements: Ritual Lore (Guild Magic) 7
Learning costs: 150 AP
Creation test: CL/IN/AG (+5)
Creation costs: 21 ASP
Volume: 2 points
Effect: Once this power has been bonded to the Wand, the magician can use it to turn his Wand into a rope measuring 10 paces in length. If the rope is thrown up into the air, it fastens itself around an inanimate item as specified by the magician, untying itself at the magician’s command. The rope cannot be used to bind or entrap living creatures. To command the rope the magician must touch it. The retransformation, fastening and unfastening of the Wand doesn’t cost any ASP, but requires one action of concentration by the mage.
Activation test: -
Activation cost: 1 ASP
Casting time: 1 Action
Duration: at will
Traits: Object, Telekinesis



Double Measure
Requirements: Ritual Lore (Guild Magic) 7
Learning costs: 50 AP
Creation test: CL/DE/AG (+4)
Creation costs: 19 ASP
Volume: 1 point
Effect: This enchantment enables the mage to double the Wand length (commonly up to 3 paces), with a minimal decrease of its diameter. It still retains its rigidity and can therefore be used as a gate latch, to nudge distant items, etc. The retransformation requires only a free action and no ASP expenditure.
A variant of this wand-enchantment is the Half Measure with which the mage can shrink its wand to half its original size, e.g. to transport it more easily (combat values then correspond to the short staff). Imbuing this variant into the wand gives an additional 4 point Difficulty Increase to the creation test and one additional volume point is used.
Activation test: -
Activation cost: 1 ASP
Casting time: 1 Action
Duration: at will
Traits: Object



Hammer of the mage
Requirements: Ritual Lore (Guild Magic) 7
Learning costs: 150 AP
Creation test: CO/CH/ST (+6)
Creation costs: 27 ASP
Volume: 3 points
Effect: A Wand enchanted with this ritual can deal heavy blows on a target: if an inanimate object is struck with the brazen end of the wand it suffers a hit that causes a damage of 3D6+TP* structure-points and that ignores the armor of the object (page 14). Although when used against living beings the hammer causes no direct damage, such a strike has a chance to knock down the victim. This may occur if the roll of 3D6+TP* exceeds the target’s ST value: the victim must then pass a ST test with a difficulty increase of TP* to remain standing. If the ST-test fails the victim is knocked back by TP*/3 paces.
Build upon a MOTORICUS-similar effect this enchantment can not be used to directly injure living beings, but it can be used to unhinge doors or to penetrate a plank-wall.
Activation test: CO/CH/ST
Activation cost: 3 ASP
Casting time: 3 actions
Duration: Once activated the wand stays 'charged' for TP actions or until it hits
Traits: Telekinesis



The Power Focus
The cost of any spell that the mage attempts to cast through the enchanted wand is reduced by 1 ASP. However, it can never be less than 1 ASP.
Requirements: Ritual Lore (Guild Magic) 11
Learning costs: 150 AP
Creation test: CL/IN/CH (+7)
Creation costs: 27 ASP
Volume: 3 points
Effect: The cost of any spell that the mage attempts to cast through the enchanted wand is reduced by 1 ASP. For example the spell ODEM ARCANUM (/BREATH OF MAGIC) only costs 3 ASP, an ECCLIPTIFATUS of 5 rounds 9 ASP (5 ASP for the conjuration plus 5 times 1 ASP for 5 Combat Turns equals 10 ASP; 10 minus 1 equals 9 ASP). For failed spells the ASP cost is first halved and reduced by one. However, whether the spell is a success or a failure the cost is always at least 1 ASP.
Traits: Metamagic, Power



The Modification Focus
Requirements: Ritual Lore (Guild Magic) 11; to execute this ritual the wand must already be a Power Focus.
Learning costs: 200 AP
Creation test: CL/CL/IN (+9)
Creation costs: 27 ASP
Volume: 3 points
Effect: This Wand enchantment allows the user to carry out one additional Spontaneous Modification with a spell cast, even beyond the usual value (compare 'Mit Wissen und Willen 21'). It is possible to store the Modification Focus into the wand multiple times. Moreover, the owner of the wand with even a single Modification Focus is already able to use the wand instead of his hand whenever a spell requires 'touch' (in a combat situation a successful attack roll is required; otherwise contact is possible without a test).
Traits: Metamagic



The Trait Focus
Requirements: Ritual Lore (Guild Magic) 11; in order to perform this ritual the Wand must already be enchanted as a Power Focus.
Learning costs: 150 AP
Creation test: CL/IN/IN (+9)
Creation costs: 23 ASP
Volume: 5 points
Effect: A Wand with this enchantment helps the mage casting all spells that feature a certain trait (e.g. Fire, Domination, Influence, ...): a Difficulty Decrease of one point is applied to relevant Arcane Tests. The mage must be skilled with the desired trait when the Wand is enchanted (i.e. he must possess the according Trait Knowledge). This Wand Enchantment can also be bound into a wand multiple times, but only for a different trait at a time. Thereby individual spells with several matching traits can receive a Difficulty Decrease of more than one point.
Trait: Metamagic



The Spell Repository
Requirements: Ritual Lore (Guild Magic) 11; performing this ritual requires the Wand to be a Power Focus already.
Learning costs: 200 AP
Creation test: CL/CL/IN (+11)
Creation costs: 31 ASP
Volume: 1 point / 50 allocation-points
Effect: This spell allows the mage to shape a part of the wand's capacity in such a way that one or more spells can be stored into it and later released when needed. The spells remain stored – except for outer influences like a NEUTRALIZE METAMAGIC – until triggered. They must be stored by the owner of the wand and can only be triggered by him. This requires 1 (full) Action, independently from the original Casting Time of the stored spell, but it does not require any Activation or Spell Test, nor gestures or formulas.
The spells can only be triggered in the reverse order in which they were stored. When triggering a spell a D20 is rolled: if the roll is a 20 the following spell is also activated, but it blows off without any effect – aside from the eventual appearance of lesser spirits; thereafter, another D20 is rolled to determine if next spell is also discharged.
The spells that are intended to be stored into the wand are cast with an additional Difficulty Increase of 2 points. They take up room of ASP times Complexity 'allocation-points', with complexity in this case being the basic Complexity that is listed in the spells description, not the final Learning Complexity. Example: A 10-points
BALM (Complexity C) requires 30 of these 'allocation-points', an IGNISPHAERO 84 points (21 ASP, Complexity D; VP loss and Exhaustion are taken at the time the spell is stored). It is possible to store spontaneously modified spells into the wand, but every modification raises the Complexity of the spell by one level. Spells that must be sustained (S) need to be stored that way – after it is triggered the spell has a definite Duration and consequently does not bring an
(S)-modification with it. Spells that conjure a being (Traits: Conjuration or Summoning; also the exorcism PENTAGRAMMA), can not be stored into the wand. Some spells that are dependent on external circumstances requires ruling by the Highlord.
The maximum Volume is 250 'allocation-points' and of course it cannot exceed the capacity of the Wand; 50 of these 'allocation-points' occupy 1 point of Volume.
Trait: Metamagic



Flaming sword
Requirements: Ritual Lore (Guild Magic) 11; to perform this ritual the Wand must already be enchanted with Power Focus and the Eternal Flame.
Learning costs: 300 AP
Creation test: CO/CL/IN (+7)
Creation costs: 31 ASP
Volume: 7 points
Effect: A wand carrying this enchantment can be transformed into a fiery flamesword that causes 1d6 + TP*/2 HP (half of the TP* from the Activation Test) and elemental fire-damage (page 123) with a hit. The blade, around which blue flames are always wafting, does double damage against enemies with a weakness to fire.
Notes: In tulamidyan areas it is quite common to choose the form of a saber or Khunchomer instead of a sword. Other type of weapons have not been successfully reproduced so far. Variants with alternative elemental effects have not gotten beyond the experimental stage. Mages that are dedicated to the water element receive a malus of three points on the Creation Test.
The sword can be used in two different manners: wielded in close combat or hovering in front of the mage.
In close combat:
The mage can fight with the sword using the Swords Combat Talent. He can perform standard combat maneuvers as if he was wielding a normal sword. Any attempt of parrying the Flaming Sword incurs in a +2 modification. Lucky Attacks and Fumbles are possible with their usual effects ('Mit Blitzenden Klingen' page 21ff.); a Fumble that is not cancelled by a successful AT roll turns the Flaming Sword back into a Wand. The mage can cast or benefit from spells normally. Every attack made with the sword costs the mage 1 ASP.
Used as a hovering sword:
The sword can be used at a maximum range of SP/2 paces for a cost of 2 ASP per round. The sword AT value is 12+TP*/2 (from the activation roll) but it cannot parry nor perform any special maneuvers. It can position itself in such a way that it always fights with in the Distance Class C (Close Combat). While controlling the sword the mage cannot cast spells or attack and he can only move slowly. He can parry or dodge with a +5 penalty. A mage with the Special Ability Simultaneous Casting can cast other spells, but they receive a Difficulty Increase of 7 points on the Arcane Test; however the malus for parrying and dodging is lowered to 2 points. A hovering sword can not score Lucky Attacks; if a 20 is rolled it can try to verify it; if it fails the Flaming Sword retransforms into a Wand and falls to the ground.
A Flaming Sword is susceptible to the antimagic of the FIREBANE, a hovering sword also against the DISTURB MOVEMENT.
Activation test: CO/IN/AG
Activation cost: 3 ASP for the transformation plus 1 ASP per attack in close combat or 2 ASP per attack for the hovering sword.
Casting time: 1 Action
Duration: as per ASP invested
Range: RLP / 2 paces
Traits: Object, Elemental (Fire), Telekinesis



If the Creation test fails highly unpleasant effects can occur. Roll a D6; the Wand:
1-3: shortly transforms into a Flaming Sword and hits the mage with 1D20 + SP/2 HP. After waiting seven weeks the mage can try his luck again with this enchantment.
4: locks 7 points of volume, but refuses the enchantment.
5: refuses to accept any further wand enchantments. The Flaming Sword ritual cannot be repeated as well.
6: the Wand is permanently transformed into an ordinary sword and loses all its magic abilities. However, it now has a BP of -7.



ScaleSkin
Requirements: Ritual Lore (Guild Magic) 14
Learning costs: 300 AP
Creation test: CO/IN/CH (+7)
Creation costs: 24 ASP
Volume: 5 points
Effect: With this enchantment the mage can transform his wand at will into a chameleon or a spitting cobra (VP 15 for both; AR of the animals = SP*/2; for more information on the spitting cobra see 'Zoo-Botanica' page 166) and can then mentally control these animals. As a chameleon the mage can adjust its colors to match the surroundings at will – it is even possible to make letters appear on the chameleon's skin (CL Test) and thus deliver messages. As a snake he has the ability to attack an enemy with poison. In both animal forms the mage can explore places which are inaccessible to humans. It is not possible for him to cast spells in animal-form. While the mage controls the chameleon or cobra his body is stiff as if under the influence of a PARALYZE spell.
However, the transformation comes with a great risk: for every Game Turn the mage remains in animal-form a D20 is rolled. If the roll is a 20 the mage is trapped in the reptile-form and can only be freed by an END TRANSFORMATION. This disenchantment also removes the Scaleskin from the Wand; the other Wand enchantments remain intact, though. If there Wand is already sealed with a Retrieve enchantment the disenchanter must invest 1 additional permanent ASP.
If the animal is slain or eaten by a predator the mind of the mage is thrown back, which results in 4D6 Damage Points – and the Wand is lost forever.
During the execution of this Wand ritual the mage must define if the staff is going to transform into a chameleon or a spitting cobra, it is not possible to change this later on. It is possible, however, to store this enchantment into the wand twice (5 volume points must be invested for each then): once for a cobra, once for a chameleon.
Activation test: CO/IN/CN
Activation cost: 3 ASP
Casting time: 5 Actions
Duration: at will
Traits: Form



Retrieve
Requirements: CO 12, CL 12, IN 13, CH 13
Learning costs: 200 AP
Creation test: CO/IN/CH (+7)
Creation costs: 19 ASP, one of which is permanently lost
Volume: 3 points
Effect: A wand enchanted in such a way returns to the mage upon command if they are separated. The wand infallibly returns to the mage with a speed of ca. 15 paces per second if the mage has not changed his position by more than one middenmile. It autonomously find its way around obstacles but can not be used as a remotely controlled weapon; windows (or similar screens) that get in its way are smashed, but massive walls stop its flight. Should a Strength Tests be required the Wand's ST is assumed to be that equal to the mage's CH.
This Wand enchantment acts as a final ritual: no other enchantment can be stored into the Wand afterwards*. For a wand that has a built-in crystal ball Retrieve is of course also effective for the crystal ball – both for the retrieval and as the final ball-enchantment.
Activation test: CO/IN/CH
Activation cost: 1 ASP
Casting time: 5 Actions
Duration: until the wand has returned
Range: 3 + SP* Middenmiles
Traits: Telekinesis

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* This restriction of the Retrieve is also imperative in case of other objects that are enchanted with this Object Ritual. The Retrieve is always the final enchantment and prevents other Object Rituals from being performed onto an object. Retrieve can be stored into: Alchemist's bowl, Ban sword, Druid's dagger, Crystal ball, Mage's Wand and Scalebag.



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Out of the inevitable, an impossibility emerges: you are still alive.
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