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BOOK I: BASIC SPELLCASTING THE APOCRYPHA OF THE MAGE

I-C Spells Which Create A Gizmo

Certain spells, when cast, instead of causing a magical effect, create a magical device or substance, called a Gizmo. Gizmos can be triggered to cause an effect for you, need less or no maintenance, and can pass from one user to another without being deactivated. The effect of a Gizmo can be continuous, or can be triggered and untriggered (turned on and off) repeatedly without deactivating it. The number of times a particular Gizmo can be triggered (and the duration of the effect) can be determined by the spellcaster at the time of its creation. The number of times a Gizmo can be triggered is the number of Charges it has. Gizmos can also be made with no charge limit, meaning that the Gizmo can be triggered and untriggered as many times as desired, until it is deactivated. The three type of Gizmos you can create are; talismans, potions and magic items.

    I-C.1 Talismans
    Certain spells, when cast, will create a talisman. Talismans are held spells bound in a special focus object, which either causes a continuous effect, or can be triggered to cause an effect. A talisman which needs to be triggered can be made with a limited number of charges or can be made so that it has unlimited charges. Talismans with limited charges have a charge cost, but no trigger cost, whereas talismans with unlimited charges have a trigger cost, but no charge cost. Talismans can be made to effect a specific target character or can be made to grant their effect to whoever holds the talisman. The talisman must be held on the person of the target to be able to impart its effect. A talisman can only be maintained by its original creator.
      Activation cost: 10 psyche pt. minimum
      Initial Force cost: 1 psyche pt. minimum
      Charges cost: 1 psyche pt. minimum per charge
      Trigger cost: 1 psyche pt. minimum each trigger
      Maintenance cost: 1 psyche pt. minimum per month
      Optional Force Increase: add 1 psyche pt. per month (in addition to basic maintenance cost)
      Effect fails if:
      • Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
      Deactivated if:
      • Maintenance cost is not paid.
      • The talisman's Force is beaten by the Sledgehammer discipline in a Psyche Contest.
      • The talisman's Force is beaten by a spell or gizmo with a Sledgehammer ability.
      • Talisman is destroyed physically.

    I-C.2 Potions
    A potion is a chemical formula which is enchanted by a spell so that, when triggered, it will cause an effect as if it is an instant spell. A potion can either be made to be triggered verbally, or to be triggered automatically when drunk or touched. When a potion is created it is active, and may be sledgehammered, once it is triggered its effect becomes an instant spell which cannot be untriggered or deactivated until its duration is over. Potions cannot have more than one charge. Potions do not need to be maintained, and cannot be deactivated without a Psyche Contest against its Force once it is created. Potions are made exclusively by alchemists and herbalists.

      Activation cost: 10 psyche pt. minimum
      Initial Force cost: 1 psyche pt. minimum
      Charges cost: none
      Maintenance cost: none
      Optional Force Increase: none
      Effect fails if:
      • Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
      • You don't drink it.
      Deactivated if:
      • The potion's Force is beaten by the Sledgehammer discipline in a Psyche Contest before it is triggered.
      • The potion's Force is beaten by a spell or gizmo with a Sledgehammer ability before it is triggered.
      • Potion is destroyed physically before it is triggered.

    I-C.3 Magic Items
    These are really, really hard to make, but they never need maintenance. They are very rare, so be careful with them. All magic items are created by someone, from scratch, specifically to be a magic item. The magic has to be woven into the item by a spell of enchantment simultaneously with the item's physical creation. There are no naturally occurring magic items. The spell(s) bound within the item can be made so that they cause a continuous effect or made so that its effect(s) must be triggered. A magic item can be made with as many charges as the creator wishes, which may be triggerable mentally, verbally or gesturally. A magic item will only impart its continuous effect to the person in physical possession of it. A magic item's triggerable effect can only be triggered by the person in physical possession of it. Magic items can be made to have a spell-like effect (standard magic wand), or to be a weapon (+20 Sword of Striking), or both. Holy relics are magic items which are created by Divine spellcasters as a symbol of their faith.

      Activation cost: 100 psyche pt. minimum
      Initial Force cost: 10 psyche pt. minimum
      Maintenance cost: none
      Optional Force Increase: none
      Effect fails if:
      • Deflected by another spell, talisman, potion, magic item or totemic contract (whose job is to protect against yours).
      Deactivated if:
      • The item's Force is beaten by the Sledgehammer discipline in a Psyche Contest.
      • The item's Force is beaten by a spell or gizmo with a Sledgehammer ability.
      • Item is destroyed physically.

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