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Night Owl CD-ROM (NOPV9) (Night Owl Publisher) (1993).ISO
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!ENCHANT.#01
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1993-04-23
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:Enchanter_Tradition
Enchanters are the masters and mistresses of magical design,
the only tradition capable of making a magical item that lasts for
many uses (Alchemists and token mages only make single use items,
and although a Taroist makes a long lasting item its unusable by
others).
Enchanter creations will not work in the hands of a mundane.
Required Skills :
Spell Analysis
One Language in either Racial or Ancient categories
Read/Write
At Least ONE (preferably several) Craft skills:
Blacksmithing
Bowyer/Fletcher
Candlemaking
Cobbling
Drawing & Painting
Familiarity : Lathe
Gemcraft
Glassblowing
Knitting
Leatherworking
Sculpting
Seamstress/Tailor
Soapmaking
Woodcarving
Suggested Skills :
Drafting, Mechanical
Magical History
Restrictions & Special Capabilities :
Cannot be token mages (since they already make something)
Cannot place mentalist or Darkovian effects into an item
-20% to succeed for each round attempted to fast cast
Unable to cast if unable to work with hands on casting
Must MAKE the item that is to be enchanted themselves using
their craft skills!
Creating a magical device requires the appropriate spell to
be known to be placed on the item (or spells). Besides the energy
costs associated with the spell base and RANGE the caster must
imbed additional energy and experience points into the item. Items
are either ALWAYS ON or have USES PER DAY and require a command
control spell to be also cast on them at making (see below) such
as a ~Word_of_Activation*~.
For Each Spell that the item will perform the character spends
250 eps (equivilant to 1 point of magic capacity). Command Control
Spells (Marked as such in the list) do NOT cost in eps. The exception
is if the item is intended as single use non-recharging device (equiv
to a token) in which case experience expenditure is uneeded.
The maximum duration of item Usage in a USE based item costs
the same as a normal tradition's duration costs in energy to the
item maker at the time of casting. If a USE based item is turned
off then the charge has been used, even if its prematurely.
If an enchanter has MORE than the one tradition they CAN also
use spells of their other tradition(s) in the making of an item. (With
the exceptions noted above).