Construction Magic

This is the magic generated by making things.

Ring Magic, Basic Low Magic Power

This is the power to make a mundane ring magical. When this power is first purchased you know how to perform one spell within a magical intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the ring as though the level of the item were their level of skill. Anyone using this item will suffer no detriment. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Metals. Here are some examples of specials for Ring Magic:

Talismanic Magic, Basic Low Magic Power

This is the power to produce a kind of magic item. When this power is first purchased you know how to perform one spell within a magical intention. The first task is to make the item that will contain the talisman. This need be nothing more than a sheet of parchment, but it may be anything (a sword, a book, a medallion, etc.) This process should take no less than a week of praying, fasting, and/or meditating. A successful Talismanic Magic must be made in order to proceed. The level of success is the Magic Potential of the talisman. At this point the talisman has no magical ability. You must then perform another ceremony to activate it. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the talisman as though the level of the talisman were their level of skill. Anyone using this device will suffer no detriment. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Talismans. Here are some examples of specials for Talismanic Magic:

Enchantment, Difficult Low Magic Power

This is the power to make a mundane item magical. When this power is first purchased you know how to perform one spell within a magical intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into difficult magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the item as though the level of the item were their level of skill. Anyone using this item will suffer no detriment. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Magic Items. Here are some examples of specials for Enchantment:

Image Magic, Difficult Low Magic Power

This is the power to cast spells on something using an image. The subject of the spell is called the target. The image must be of the target, even if it is a crude image, and must contain something belonging to the target. When this power is first purchased you know how to perform one spell within a magical intention. The level of success is split between the duration and effect. The effect is a condition acquired by the target of the spell and the numerical result is converted into difficult magic pips, as if you were spending HP. New inentions or spells can be researched so long as you have the skill Knowledge of Magic. Here are some examples of specials for Image Magic:

True Enchantment, Extreme Low Magic Power

This is the power to produce permanently enchanted items. When this power is first purchased you know how to perform one spell within a magical intention. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Magic Items. There are four phases to True Enchantment; material preparation, item foundation, spell creation, and sealing.

The material preparation phase requires one full day for every kilogram of weight of the item, this time is reduced by one day per MP of the magician, and is increased by one day per level of magic resistance of the material (to a minimum of one day). Failure means that you must begin again.

Item foundation requires a daily ritual of eight hours length (one modifier must be either Endurance or some similar skill, or PF), the result is turned into HP and is used to purchase (in order) MP, PY, IN, and IU for the item; only MP is required. Recall that it takes 20 HP to raise MP by 1. All attributes start at -2. You must perform the daily ritual until you accumulate enough HP to purchase the MP you desire. Failure of any ritual means you must begin again.

Spell creation also requires a daily ritual, similar to item foundation. The level of success will be converted to extreme magic pips for the items skill in the spell. Failure means you must begin spell creation again. You can continue to load spells until you have achieved the item you are trying to make. In essence, a true enchantment is like making a new character. Over time the item can become better at the spells it knows; true enchantments can acquire HP!

Sealing is identical to material preparation. Failure means that you must begin again from scratch.

Here are some examples of specials for True Enchantment:

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