World Tree Enchantment

   World Tree, available directly from from Padwolf Publishing or through Amazon.Com, is an excellent RPG system, with an innovative magic system and a creative and intriguing world. Sadly, it never attracted much attention – but we’ve had a good deal of fun with it and I’m going to be putting up some material – in this case an advanced system for Great Enchantment.

 

 

Advanced Great Enchantment :

Computing Base Challenge Ratings :

  • Base Challenge; (2 * Complexity + Power) * Usage * Components (Figure complexity as per a spell). The base challenge may not be reduced below (Complexity). Devices with multiple functions that draw on the same pool of charges use the total complexity of the effects, but the power only once. Sum the power of all of the effects if each draws on it’s own pool of charges. Such items are rare; the trick is usually inefficient.

  • Usage; 1/day (1), D6 or 3/Day (1.25), 4D6 or 12/Day (1.5), and Unlimited Use (2). Constant Effects GMO (Generally 1 to 2.5). The GM may permit the creation of devices usable 1/Week (.9), 1/Month (.8), 1/Year (.66), or 1/Ever (.5). Since the primary use of such limited-use techniques lies in the creation of horrific weaponry, such techniques are rarely taught by those wizards skilled enough to discover them for themselves.

  • Components; Common (May buy locally, x1), Minor(EG – Expensive but manageable, .8), “Major” (EG; Parts from powerful monsters, things that require relatively minor adventures to get, .66), “Extreme” (Unique relics, anything which will require serious adventures to obtain, .5). Items which (Permanently) incorporate Divine Glories gain a (.33) multiplier; there are no better components other then spirits. Any costs are in addition to the base cost of enchantment.

  • Reduced Power. Normal Minimum equal to Complexity. Enchanters may reduce this with a magic theory check with a target number of (10+Complexity/2). Each successful roll reduces the minimum power requirement by -5, to a minimum of 1/2 the complexity.

 

Base Challenge Modifiers :

  • Artistic Flourish; +1 to +10. Minor additions “for show”.

  • Awkward Form; -5 to -10. Normally -5 for bulky/fragile items, -10 for generally immobile or very large items.

  • Multiple Enchantment; Creating two, or more, identical magical devices at one time. +40 per additional item.

  • Side Effects; Minor (Side effects are annoying. They generally involve minor ongoing costs, irritations or penalties. -5), Major (The side effects are a often a serious hindrance, and may not be worthwhile, -15), & Grand (The side effects are grotesque, -30 or more). Side effects don’t always occur with each use of an item, and may turn up accidentally when enchanter’s try to make devices a bit beyond their power.

  • Triggering; By some command +0, Programmed +10, Reasoning +20, and Sentient +30-40 (Also requires Spiridor 15+)

  • Unbreakable; +5 to +10. Very common for armor & such, although the transmitted shocks can still pulverize the wearer.

  • Uncontrolled; -0 to -20+. May represent various flaws, but it usually indicates that the item can’t be turned on and off. This can be a serious nuisance in things like flaming weapons.

  • User Requirements; The wielder must have particular skills (-5 to -15, depending on the levels required), has to provide Cley to recharge (-10), or operate (-20), the item, user must must have a particular special talent or attribute level (Up to -20).

 

Performing Enchantment :

  • Basic Total; Enchantibility * ([2 * Enchantment] + Noun + Verb + Wits + Will + Faith + Situational Modifiers).

 

Enchantibility Modifiers : Base of (100 + Modifiers)%

  • Attuned Focus; Enchanter made the focus item personally (+10), or closely supervised it’s construction (+5).

  • Focus BlessedBy; Nonprime +(God’s Tongue + Theology – Feather Casting)/4, Prime +(God’s Tongue + Theology – Feather Casting)/3, At appropriate temple (Reduce divisor above by 1). Blessings from major elementals – or directly from gods – are GMO.

  • Masterpiece Focus; Item to be enchanted is of superior quality (GMO, normally +1 to +10).

  • Focus Resonance; How “Suitable” an item is for the enchantment in questions. Plus or minus up to 50. Varies according to form, materials, & other details. An appropriate form can be determined by a magic theory roll at (Complexity/2). Additional details such as composition, ornamentation, engraving, etcetra, can add to the base value (Up to +1 per 2 points by which the magic theory check exceeds Complexity/2 target number. Maximum of 50 in any case).

 

Situational Modifiers :

  • Assistants; May use best scores from those available to obtain the performing enchantment total.

  • Enchanter’s Circle; An area-effect spell which facilitates the creation of a specific enchantment. While pattern spells for this are possible, Enchanter’s Circles are normally created via spell- weaving and last until the enchantment is completed. The spell is a (Ru Su Ma) effect, with a complexity equal to (That of the item to be enchanted +5) for a +5 bonus. A +5 additional bonus per +15 complexity may be permitted at the option of the GM.

  • Known Pattern Spell; Enchanter knows and can cast the spell to be “used” in the enchantment (-Complexity/2). (-Complexity/4) if the enchanter knows, but cannot cast, the spell or knows one that the GM considers “very similar”.

  • Magic Sense Enhancement; Long-term use of Wizards Lens or some item with similar powers (+5).

  • Power Enhancement; Use of Power Chime or similar unlimited use power-enhancing item +(Die size used).

  • Reference Library; None (-10), Basic Texts (The ones left over from that Enchantment 101 course, -5), Professional (A shelf full of reference works, +0), Major Collection (Suitable for research, resources typical of an academy or university, +5). Working from an established formula for creating a particular item (+5). Rare works by major wizards &/or specialists may count as if they were “Major Collections” or even provide an additional +5 bonus within a field or on specific tasks at the option of the GM.

  • Rushed; The enchanter is in a desperate hurry… +30 challenge & triple base cost, however the enchanter may complete two stages per week instead of one. Requires a minimum enchantment skill of 20.

  • Sacrifice; Enchanter gives up experience points, skill levels, or attribute points, to the item. Generally experience points add to the enchanting total (+1 per 2 Exp, Maximum +25). Skill levels and attributes are used to give the item skills & attributes that add to it’s wielder’s abilities. Such items are rare and generally unique; few mages are willing to permanently weaken themselves to make an item.

  • Use of Appropriate Grace(s); One (+5), or Multiple (Differing) (+10). This drains one Cley from each Grace so used.

  • Work Area & Tools; Little or None (EG; a tabletop and toolbox, -10), Modest (EG; A home workshop or equivalent, -5), Substantial (EG; A professional-level general shop, +0), Major (A full arcane laboratory or a shop dedicated to a specific type of enchantment, such as airship construction, +5).

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