Creating Enchanted Items

There are a few ways to create enchanted items. The most common is the use of Ritual Magic following a few well-established procedures to produce what is known as “industrial magics,” large-scale crafting of devices and materials. These Rituals are often designed and led by Supernaturals who have the Alchemy, Enchanting, and/or True Smithing Arcanas. People with those Arcana can set up shop as artisans and specific crafters who work on more tricky, complex, and valuable enchantments.

Note that while F:AGE-C, page 47-48 has rules for Enchantment Arcana, those rules include the spells Imbue an Item and Empower Item which are modified for this game.

To create an enchanted item, a caster must learn and perform the Enchant Item Ritual.

Enchant Item

Requirements: Alchemy (novice), Enchantment (novice), or True Smithing (novice) Cost per Test: 5+.   Ritual TN: 11+.   Threshold Successes: 5+.   Backlash: 1

One of the most well-known Rituals of the modern era, this is the foundation of the enchantment industry and the backbone of industrial magic. From simple wisp lights to complex engines, from telephonic communications to swords and armor, most magical items are created with this ritual.

The Ritual prepares a material object to be imbued with and hold on to some type of magical effect. This does not always involve having a spirit bound to an item, although that is possible. After the first Threshold success is achieved in the Ritual, the Ritual leader or effective participants may cast either a Theurgic or Goetic Spell, use a Power, or perform another Ritual to place a magical effect in the item. Each effect being enchanted requires +1 Threshold Success for each degree of the Arcana used, or 2 ranks of a Power. For example, an Expert-level Spell needs +2 Threshold successes, while a Grandmaster Ritual needs +4 Threshold Successes.

To add hit or damage, add +1 to the TN, Mana Cost, and Threshold Successes for each +1 bonus to hit or damage. Add +2 Mana Cost, TN, and TS to add +1d6 (same limits) damage. So turning a knife (with a base 1d6 damage) into a 3d6+3 weapon would cost +7 TN, Mana, and Threshold successes. The Ritual leader can only add a +1 bonus, or +1d6 damage, for each rank of the most powerful Arcana used in the Ritual. That means the enchanter would need to have at least a Master level in the Enchantment Arcana in order to assign a bonus of +3 or +3d6 damage.

A normally-lethal weapon that can only cause stun damage adds +1 to TN, Mana Cost, and TN. Add +1 to Mana, TN and TS to make a normally non-lethal weapon into one that always does impact damage. Impact to ballistic adds +2 to TN, Mana Cost, and TS, and changing a weapon to penetrating adds +3 to TN, Mana Cost, and TS. (Penetrating damage weapons are extremely powerful, the GM is encouraged to impose many additional costs or sharply limit the damage modifiers of such weapons. A good rule of thumb is no more than 1d6 of damage for every 2 points in the Ritual leader’s Magic Ability (round down).

To add Armor, add +1 to the TN, Mana Cost, and Threshold Successes per point of armor. This affects stun, impact and ballistic damage. For +2 TN, Mana Cost, and TS, you may add half the Armor’s value to penetrating damage (round up), and for +4 TN, Mana Cost, and TS, you may use the full Armor value against penetrating damage. Once again, you can only add +1 bonus per highest rank in one of the Arcana used as a basis for this Ritual. Giving special kinds of protections (against certain kinds of energy or spirits) require their own effects cast during the enchanting process.

To determine duration of enchantment, there are three general types of purpose for Enchanted Items, which can alter costs and difficulties in enchanting them:

  • Per use: This allows the activation of the item’s listed Spell effect (or effects) as if the wielder cast the Spell or Power as normal. This requires a Minor Action to activate and uses the Mana embedded in the item to pay for the effect. If the item runs out of Mana, or the material’s duration (see below) ends, the item loses its enchantment. Some enchanters will add more Mana to let the item have more than one use, but per-use items cannot have more than three uses in a day. This is the default duration for the ritual, and doesn’t increase Mana costs, TNs, Threshold Successes, or Backlash.
  • Ongoing: The effects of the item do not require activation and simply affect the wielder for as long as the enchantment lasts. Magical effects that cost Mana will need an investment of the normal Mana Cost for the effect x 5. The effect will end when the material duration or Ritual’s duration is reached, whichever is longer. Besides the Mana Cost, this adds +2 to the TN, requires +5 Threshold Successes, and adds +1 Backlash.
  • Long-Lasting or Permanent: This is for enchanted items that are meant to endure. This applies even if the effect is designed to merely be long-lasting, rather than permanent. This requires casting the Permanence Ritual during the Enchanting Ritual (see above), with all the associated costs.

Recharging Mana in items: Items can gain new Mana in the following ways:

  • Cannot recharge: This is most common for per-use items. The Mana placed in the item during its Enchantment is all the Mana the item can have. This costs nothing extra and adds nothing to TNs or Threshold successes.
  • The Mana Battery Ritual: performed during the Enchantment Ritual (see above), which allows the user to bond with the item and place their own Mana into it as a Minor Action. The item functions as a normal Mana Battery as well as its other effects in this case, although the material used in the item still determines how long the Mana lasts in the battery.
  • The item recharges slowly over time: For an additional +2 Mana Cost and Target Number, +5 Threshold Successes, and +1 Backlash per test, the item will absorb the ritual leader’s Magic Ability + 3 Mana per 8 hours (assume 8 Mana per recharge for NPC-created items) at normal Supernatural rates in a Mana Channel or Wellspring—however, if the item is currently being used, it can only recharge Mana at half this rate (round up).

Enchanting Masterworks: Items that are particularly well-made or exceptionally crafted may reduce difficulties on rolls. The GM may set various conditions to decide whether an item is exceptional or a masterwork, but at minimum it should either cost +3 Resources test above a normal item of its kind, should have at least 5 Threshold Successes higher than used to make a normal item, or have generated 5 or 6 stunt points on creation rolls.

Rules for enchanting specific materials are found in the Materials section

Destroying Enchanted Items

As noted below, and in the Other Rules section, attacks against objects, vehicles, and constructs are often based on the materials used in the construction of the objects. Enchanted items use the same rules, but each rank of enchantment used in total adds +1 Durability and half this number (round up) to Integrity. For example, an object enchanted to add +2 Armor and an Master-level enchantment will have a total of +5 to Durability and +3 Integrity.

If an object is destroyed without any Mana remaining in it or its enchantments stripped away, it will simply break, be forever, and cannot be enchanted again until repaired. Even then, the repair should be its own ritual that not only heals the physical object but its spiritual representation.

If the object still has Mana or enchantments, it will explode in a whirlwind of released power. Add together the total ranks of enchantments and/or points of Mana still held in the object. Each point increased damage by 1 point and the radius of the explosive sphere by 1 meter. Each point will also also inflict one Backlash for every two points (round up) of damage to everyone and everything in the same region.

Some spells in the Enchantment and True Smithing Arcana may allow the disenchantment of items without risking explosive consequences.

Industrial Scale Enchantment

In general, to create a large number of enchanted items, such as magical wisp lights or locking elementals into car engines or generators, a factory has two sections: one to build the material devices to high standards and the Enchanting Rooms where trained ritual leaders and groups of helpers will perform rituals. Due to Backlash issues when casting rituals, most ritual groups are paid well—especially the ritual leader—and only have to work a couple hours a day at most on the floor. The rest of the time is split between supervising other rituals—standing ready to jump in if something goes wrong or someone tries to subvert a ritual’s purpose—and helping check over or design new rituals that may be more cost efficient.

Becoming even an assistant enchanter is a good job these days, especially since it doesn’t require much schooling or any particular talent with magic.

Example Industrial Rituals

Create Engine

Requirements: Enchanting Arcana (master), Spirit Arcana (expert).   Cost per Test: 11, 13, 15 Mana.   Ritual TN: 11, 13, 15   Threshold Successes: 5, 10, or 15.  Backlash: 2

Vehicle engines use elementals—usually a single fire elemental, but sometimes also an air elemental and in the most powerful and rarest engines, a steel elemental—to move pistons and drive gears. The engine itself must be well-built and solid, lining magic-resistant iron-bearing metals with brass or sometimes ceramics in order to contain the elemental creatures. The gears and pistons can be driven by the fire elemental combusting fuel (gasoline or refined alcohols) according to specific timing and then directing that power correctly. Air elementals can also be used to increase the intensity and force of the energy generated, as well as keeping the engine cooler and more long lasting. The steel elemental reinforces the entire engine as well as allowing more power to be delivered to the gears and drive shaft, multiplying the overall force.

Each elemental has its own Mana Cost, TN, and Threshold Successes, although elementals are often willing to negotiate for specific terms (such as a certain type or quality of fuel) agree to the binding with less work and Mana, and some factories will even employ specialists who have affinities for certain elementals.

Fireproofing (or Waterproofing)

Requirements: Fire Arcana (master), or Water Arcana (master).   Cost per Test: 5 Mana.   Ritual TN: 11   Threshold Successes: 3 (or more).  Backlash: 2

Quite simply, this makes a material or structure resistant to a specific element. Fireproofing is the most common, although there are many needs for waterproofing, especially as cities have to be more concerned with sanitation, flooding, and providing clean water. Every three Threshold Successes will proof either 2 square meters or 1 cubic meter of material per point in the Ritual leader’s Magic Ability, and can be scaled up as needed as per normal Ritual modification rules. The proofed substance has an additional +3 Armor per point in Magic Ability against damage (even penetrating) from the specific element.

A variation on this ritual is employed to make substances airtight, requiring Air Arcana, +2 Mana and TN, and 4 TS.

Panacea

Requirements: Alchemy Arcana (expert), Healing Arcana (expert).   Cost per Test: 6 Mana.   Ritual TN: 13   Threshold Successes: 2+.  Backlash: 1

This makes a medicine (usually in a liquid form) that can help a person recover from a wide spectrum of diseases and injuries. The basic form, with a mere 2 successes, means that a shot of panacea will stabilize a person who has less than 0 Health and give them an automatic success on the roll to survive, add an additional +1d6 of Health to any healing attempt being made. Every 2 Threshold Successes adds an additional + 1d6 of healing, up to a maximum of + 3d6. Alternately, 2 Threshold Successes can add +1d6 to die rolls to recover from Conditions, or poisons or diseases (again to a maximum of + 3d6). Both effects can be embedded into the panacea at once.

Note that no medicine can bring back the dead, and the GM may rule that a specific Condition (such as losing a limb) cannot be healed with this item.

Stabilize Firearms

Requirements: Alchemy Arcana (expert or master) or True Smithing (expert or master).  Cost per Test: 4 Mana.   Ritual TN: 11   Threshold Successes: 2.  Backlash: 1 or 2

This ritual is used to make firearms less susceptible to the fears of the people who must use them. This Ritual is commonly taught to infantry soldiers, especially officers in charge of rifle platoons, but most weapon manufacturers will perform this Ritual as wellffor all but the cheapest weapons they sell. Enchanted firearms cost more than the usual kind, usually adding +3 to normal Resources tests.

There are two versions of the ritual: the Alchemy one that focuses on the gunpowder within (or sometimes outside) the bullets, and the True Smithing version that focuses on the mechanism of the gun itself. It is possible to cast either version even if the leader has the other required Magical Talent. In short, an Expert Alchemist may just enchant the bullets, or use Master-rank Alchemy to make the gun’s mechanisms work properly, and vice versa with True Smithing.

Every two Threshold Successes add +1 to the user’s Willpower check to safely use that kind of weapon, to a maximum of +3 per type. Both the firearm and its ammunition may be enchanted with this Ritual. If so, the bonuses can stack together.

At Grandmaster rank, the bonuses can go to +4, or to +5 at Apex.

Materials

Some materials are better or worse for enchantment. This is reflected in the Durability and Integrity, maximum Mana, maximum Effect ranking, and Duration scores. Note that the GM may decide that some special circumstances, alchemical processes, Theurgic effects, or preparatory Spells may increase the given values, even for ordinary materials.

In general, gathering materials for enchantment requires meeting the Resources test for the ordinary item, but of high quality, adding at least +2 to the normal Resources TN. As always, use best judgment to determine actual costs; it might be easier for one character to come up with five pints of blood for the asking while another could casually pluck gold from the ground.

Durability and Integrity

The complete rules for Durability and Integrity are found on the Other Rules page. This is just a quick summary. The difficulty to hit an object is established in the rules for “Attacking Objects” in M:AGE, page 40. One thing to note is that if the object is being held by a character, you should add the target’s Dexterity score to the difficult to hit the object.

Durability is based on the type of material makes up most of the object, and acts as Armor against all forms of damage, including Penetrating. If a type of attack would be highly effective against the object, that will be noted in the Durability. The same is true if the object has additional Durability against a form of damage. The GM may modify this based on amount or thickness of the material. If an attack does more Impact, Ballistic, or Penetrating damage than the Durability, then the object loses one point of Integrity. When the object has lost all its Integrity, it stops functioning and in many cases is simply destroyed. Note that enchanted items always have more Durability and Integrity than the base values listed here.

Normal Materials

  • Blood: Taken from a recently-living being
    • Durability: 0
    • Integrity: 2
    • Mana: 18 (per 1 liter)
    • Effect: Master
    • Duration: 3 days
  • Ceramics: Items made of clay
    • Durability: 3. 9 vs. Acid. 6 vs. Cold, Fire
    • Integrity: 1
    • Mana: 6 (per 10 kg)
    • Effect: Grandmaster
    • Duration: 1 week
  • Crystals: Things such as desert glass or lightning glass, certain crystal-bearing stones, even some types of metals such as bismuth.
    • Durability: 5. 8 vs. Acid, Cold, Fire, Lightning
    • Integrity: 2
    • Mana: 15 (per 1 kg)
    • Effect: Grandmaster
    • Duration: 1 month
  • Gems: Often considered some of the best value for use in enchantment–either semiprecious or precious gems may be used.
    • Durability: 8+ (diamonds are Durability 13). Double against Cold, Fire, Lightning.
    • Integrity: 3+ (diamonds have 8)
    • Mana: 8 (per carat)
    • Effect: Apex
    • Duration: 3 months
  • Liquids: There are differences between water, natural oils or essences, or alchemical mixtures.
    • Durability: 0. 20 vs. Acid. 10 vs. Cold (becomes frozen). 5 vs. Fire, Lightning.
    • Integrity: 2
    • Mana: 2 (water, per liter; oils, 6 per liter; alchemical mixtures, 10 per liter)
    • Effect: water, Novice; oils, Expert; alchemical mixture, Master
    • Duration: 1 day for each
  • Metals: Iron, and therefore steel, is resistant to Mana. Working with steel, or any metal, can make it more magically pliable, and it is possible to alloy precious metals with steel to make it even more enchantable, but the process is expensive. There are certain mystic metals such as truesilver that are much more easily enchanted, but they are difficult to procure at best.
    • Durability: Steel: 15. Alloys: 13. Precious metals: 11. Mystic metals: 18+. -3 to Acid, Cold. +5 vs. Fire, Lightning, Sonic
    • Integrity: Steel: 10. Alloys: 12. Precious metals: 4. Mystic metals: 12+.
    • Mana: Barely-worked steel: 1/kg. Worked, crafted steel, 3/kg. Alloyed worked steel (with precious metals): 5/kg. Copper, bronze, alloys: 2/kg. Crafted copper, bronze, etc.: 4/kg. Precious metals: 3/kg. Precious metals, worked: 5/kg. Mystic metals: 7/kg. Mystic metals, worked: 10/kg
    • Effect: Unworked or barely-worked metals: Master. Worked metals: Grandmaster. Mystic metals: Apex
    • Duration: Barely-worked steel: sun cycle.. Worked, crafted steel, 3 sun cycles. Alloyed worked steel (with precious metals): 3 days. Copper, bronze, alloys: 1 week. Crafted copper, bronze, etc.: 2 weeks. Precious metals: 1 month. Precious metals, worked: 3 months. Mystic metals: 1 season. Mystic metals, worked: 2 seasons
  • Wood: There may be some small differences in appropriate enchantments based on types of wood, but enchanters believe these matter most for personal or cultural expectations than being part of the inherent qualities of different kinds of wood.
    • Durability: 4 (hardwoods have 8). -3 to Acid, Cold, Fire, Lightning.
    • Integrity: 4 (hardwoods have 6)
    • Mana: (raw) 5/kg, (worked) 8/kg, (crafted) 10/kg
    • Effect: (raw) Master, (worked) Grandmaster, (crafted) Apex
    • Duration: (raw) 1 month, (worked) 3 months, (crafted): 6 months

Mystic Materials

  • Adamantine: Considered one of the strongest metal alloys possible in the physical realm, this is only created through alchemical rituals that involved blending steel, titanium, aluminum, and some portion of starmetal. This has an effect on fae and other entities that are susceptible to steel. Adamantine is exceptionally difficult to enchant, adding +3 to any TNs for enchanting rituals, and causing an automatic +1 Backlash to every Ritual test–despite this resistance, it is considered a mystic metal. Most adamantine is used to armor to vehicles or secure locations. It’s much stronger than steel or even titanium; an armored breastplate of adamantine can weigh less than an equivalent steel plate, and automatically adds +5 Armor against all forms of damage–including penetrating.
    • Durability:  20
    • Integrity: 15
    • Mana: 5/kg, (worked) 8/kg
    • Effect: Expert, (worked) Master
    • Duration: 1 sun cycle
    • Resources TN: 15 per kg.
  • Eitr: In the Norse faiths, eitr is a liquid-like, poisonous yet miraculous substance that contains within it raw chaos and creation. According to those legends, the first beings, such as the jotun Ymir and the dragon Jorgunmander, rose out of raw eitr. Working with this substance is extremely dangerous, adding +3 to any TNs and +2 Backlash to each Ritual test, and adds +3 to Threshold Successes for each successful Ritual test.
    • Durability: 8. 16 vs. Acids, Arcane, Cold, Fire, Lighting
    • Integrity: 6
    • Mana: 20 per liter
    • Effect: Grandmaster
    • Duration: 1 month
    • Resources TN: 15 per liter
  • Ichor: The so-called “blood of the gods,” a golden substance that serves most spirit entities instead of blood. Ichor is already infused with Mana but has a tendency to evaporate quickly in the physical world. This Mana can be preserved through the use of a Ritual. Using this substance in a ritual adds +1 Threshold success for each successful Ritual test. 
    • Durability: 10
    • Integrity: 6
    • Mana: 30 per liter.
    • Effect: Apex
    • Duration: 1 Season
    • Resources cost: 18 per liter.
  • Ironwood: A substance found most often in the Wildlands, although some of the deep forests of the world may have examples. This is wood that has taken on properties of metals and stone, but is not actually petrified. It’s favored by fae and other creatures that have problems with iron and steel, and also certain groups of shifters who disdain technology. It follows the normal rules for enchanted wood, but is as strong as steel. 
    • Durability: 15. -4 vs. Acid, Cold, Fire, Lightning
    • Integrity: 8
    • Mana: (raw) 5/kg, (worked) 8/kg, (well-crafted) 10/kg.
    • Effect: (raw) Master, (worked) Grandmaster, (crafted) Apex
    • Duration: (raw) 1 month, (worked) season, (crafted): 2 seasons.
    • Resources TN: 15 per kg.
  • Night Iron: A mystic metal found only in the Ghostlands, this substance is cold, dark gray, and hard to hold or work without feeling the touch of death. This substance exists equally on both sides of the Veil, and for that reason night iron can be used to make weapons and armor to fight spirits and entities with +3 to hit, damage, and protection from Ghostlands spirits, and +1 to any other kind of spirits. This can be enchanted as easily as bronze or copper.
    • Durability: 10. +5 against Arcane, Spiritual
    • Integrity: 6
    • Mana: 2/kg, (worked) 4/kg
    • Effect: Master, (worked) Grandmaster
    • Duration: 1 week, (worked) 2 weeks.
    • Resources TN: 14 per kg.
  • Orichalcum: One of the mystic metals, a coppery alloy with traces of gold and other substances. It is stronger than gold or copper themselves, but is as easily worked as copper. It follows the usual rules for Mana storage and usual duration of enchantments. Orichalcum can be made by talented metallurgists, making it the most accessible of the mystic metals.
    • Durability: 13. +5 vs. Fire, Lightning
    • Integrity: 8
    • Mana: 7/kg, (worked) 10/kg
    • Effect: Grandmaster, (worked) Apex
    • Duration: 2 months
    • Resources TN: 11 per kg.
  • Phlogiston: for a long time believed to be a fiery semi-liquid substance that filled space between celestial bodies, phlogiston is actually the term for the wispy spirit stuff that lies between the various planes, not yet formed into solid objects. Phlogiston is a bit like water vapor composed of raw Mana, and using it as a material component is extremely tricky. It adds +2 to any TNs, and +1 Backlash to each Ritual test. However, it adds +4 to Threshold Successes when a Ritual test is successful. 
    • Durability: 4. +10 vs. Arcane, Fire, Spiritual
    • Integrity: 3
    • Mana: 40 per liter
    • Effect: Grandmaster
    • Duration: 1 week
    • Resources TN: 15 per liter.
  • Starmetal: Many meteorites contain some iron, which is no more or less remarkable than iron found on Earth. However, some few will also have starmetal, a iron-like mystic metal that doesn’t trigger Weaknesses to iron. This is almost always alloyed into a steel-like substance that is as easily enchanted as a precious metal.
    • Durability: 13. +3 vs. Arcane, Fire, Lightning, Spritual
    • Integrity: 10
    • Mana: 3/kg, (worked) 5/kg,
    • Effect: Master, (worked) Grandmaster
    • Duration: 1 month, (worked) 2 months
    • Resources TN: 14 per kg.
  • Truegold: This mystic meta is called “angelic gold” or “sungold.” As with truesilver, this substance is found only in a few parts of the Divine Lands or the Wildlands, and is even more rarely discovered in the physical realm, near larger veins of truesilver. This is as ductile as gold but nearly as strong as steel. It cannot be alloyed with other metals; any attempt renders it into ordinary gold. However, it can be added as decoration or a coating to metallic items to hold enchantments for the entire object, regardless of whether the item has iron in it.
    • Durability: 12
    • Integrity: 6
    • Mana: 12/kg, (worked) 16/kg
    • Effect: Grandmaster, (worked) apex
    • Duration: 4 months
    • Resources TN: 20 per kg.
  • Truesilver: This mystic metal is sometimes referred to as “mithril.” It is found most often on the Mountain in the Divine Lands, or in the Elemental Planes portion of the Wildlands, although it can rarely appear in the physical realm. It cannot be alloyed with any other metal; any attempt to do so will transform the truesilver into ordinary silver of a high purity. Truesilver is almost as strong as aluminum or titanium, and some fae and other entities will use it for weapons and armor.
    • Durability: 14. +5 vs. Arcane, Spiritual.
    • Integrity: 8
    • Mana: 10/kg, (worked) 14/kg
    • Effect: Grandmaster, (worked) Apex
    • Duration: 1 season
    • Resources TN: 18 per kg.

Optional Rule: Attunement

Some GMs may wish to limit the number of enchanted items a character can make use of at any given time. In general, any number of single-use, items that last less than a month, or with weak long-term enchantments (such an softly glowing amulet) does not require attunement. Any long-term item that is meant to last a month or more may require attunement, and some exceptionally powerful items may be harder to attune than others. Even if the GM does not wish to use this rule for most items, they should consider implementing it for truly powerful or legendary items.

Attunement requires time spent contemplating or holding the item, usually at least an hour, and either a Willpower (Self-Control) or a Magic Ability (any Magical Focus) roll against TN 11 for most items, TN 13 for weapons, and TN 15 or higher for powerful items. If you fail the roll, you cannot try again for at least one sun cycle. The GM may rule that if you fail to attune an item three times, you simply cannot claim it as yours.

 Once attuned, the item can be activated with a Free Action or Minor Action, you can tell how much Mana is in the item, and mentally command it to function within Magic Ability or Willpower x 1 meter. Other effects may occur as the GM desires. It is relatively simple to attune to your Magic Ability or Willpower number of items; every attempt to attune an item after that amount adds a cumulative +1 to the attunement TN for each additional item.

A Sampling of Enchanted Items

This is hardly the full extent of enchanted items available in the world, but should be a large enough listing to fill most needs and to inspire new ideas.

Drugs and Potions

There’s a hot market not only for legal medicines, but illicit mind-bending experiences through the use of enchanted drugs. 

  • Ambrosia: Considered the “food and drink of the gods,” this is a type of magical spice that glitters like powdered gold and diamonds. It not only enhances flavors and increases the enjoyment of eating food, but is supposed to have health benefits. The mythical substance is meant to confer immortality; for the next sun cycle, the real substance adds +1d6 to any healing attempt, allows the healing of Conditions that normally do not heal on their own, and adds +2 to any Constitution test to overcome diseases or poisons.
    • Legality: Legal in most locations
    • Resources TN: 14 for one day’s worth of meals.
  • Berserker Mead: A drink traditionally given to warriors, brewed not only with honey but blood taken from either a predatory animal or a human warrior. A sip works much like coffee or other stimulants. Drinking an entire pint will give the user the power of ancient berserkers: +2 to Strength, +2 Constitution (even if these will go above 5), +2 Willpower for tests against fear or emotion-controlling effects, and +1 SP whenever combat stunt points are generated. However, the user also has -2 Willpower to any other test, and -2 Intelligence, and will attack anyone who seems even potentially hostile until either their target appears dead or the berserker is brought down.
    • Legality: Illegal in the FAC and Europa.
    • Resources TN: 13 per draught.
  • Bloodbane Powder: This rust-colored powder with hints of shining copper harms the user but also makes them feel invincible. It was developed specifically to keep vampires from feeding on soldiers, and it does so by making the target’s blood poisonous for a short while. Until the next sunrise, when a vampire drinks the user’s blood, for each point of Mana that would be absorbed, the vampire will take 1 penetrating damage instead (and gain no Mana). The user takes the usual amount of Health damage, and will also lose 3d6 Health at sunrise The user also feels no pain, gaining +2 effective Constitution (and Toughness), and will not notice any damage Conditions that do not remove or disable limbs or sensory organs.
    • Legality: Illegal in most locations
    • Resources TN: 12 per dose
  • Devil’s Breath: A white and gray powder that can be mixed with drinks with almost no flavor, this is sometimes referred to as “zombie dust.” This drug will remove a target’s sense of self, making them feel somewhat euphoric and absolutely free of all concerns. During this time, they will follow any orders given to them right after the drug has taken hold. They will imprint on the first person to speak to them as their “master” for a sun cycle. The target can be dosed again each day. During this time, they automatically fail any Willpower test against their master, and have -2 Perception and Intelligence, and -1 Willpower. They also have +1 Strength and Constitution (although this cannot increase their scores above 5), the first rank of Preternatural Armor power and the Survival power.
    • Legality: Illegal in FAC, Europa, Russia, and China
    • Resources TN: 10 per dose.
  • Dream Powder: An iridescent powder also called “Sparkle” or “Rainbow Eyes,” this relatively-popular drug allows one to see through the Veil into the Dreamlands. The powder also conveys euphoria and a sense of being magically talented even if the user has no notable magic. They will see both the physical and Dreamlands at the same time, causing a +2 difficulty to all Perception tests. If the user is a Supernatural, they will gain +1 to all Magic tests. If they are ordinarily non-magical, they gain access to one Novice-level Spell (of the GM’s choosing). This lasts for one sun cycle.
    • Legality: Illegal in most locations, but commonly available.
    • Resources TN: 10 per dose.
  • Krakatoa: A highly dangerous battle drug, that seems to be softly glowing black rock that is ingested in one gulp. It was first developed in the Chinese Empire and later made its way to the Ottoman Empire. Usage was banned not long after it was first tried on the battlefield. The user of Krakatoa has one hour of steadily-increasing power. Their Accuracy, Fighting, Strength and Constitution will increase by +1 every ten minutes, even if the resulting score will be above 5. They also gain 4 + Constitution hit points every five minutes. These increases are reflected by increasing body temperatures and they will grow 10% larger and heavier every ten minutes. After an hour, they explode into a fireball, which adds their current Health and Mana points as fire and concussive damage, out to a radius of 5 meters per point of Constitution. (Damage and radius use the final scores after the hour of increases.)
    • Legality: Illegal everywhere it’s known about
    • Resources TN: 15 per dose.
  • Panacea: As described in the Ritual above, this is a medicinal potion or sometimes salve that is given to medics in the field. There are four forms of panacea; the basic one stabilizes anyone who is at or below 0 Health and gives them an automatic success on the roll to survive, and adds +1d6 of Health to the next healing attempt. Each more expensive and rare form of panacea causes 1d6 of Healing, up to a maximum of 3d6 healing, or 1d6 of recovery from Condition, up to a maximum of 3d6. The drug may combine these forms of healing.
    • Legality: Legal everywhere. Most formal rules of engagement between enemy forces allow for the use of panacea on one another’s troops
    • Resources TN: 11 for basic Every 1d6 of Healing or Condition recovery adds +1 to the Resources TN.
  • Smudge: A purple-blue stick of ash that is rubbed above and below the eyes. This gives the user the effects of Novice-level Spell, Arcane Awareness (M:AGE, page 99), for ten minutes per dose. It also comes with a mild pleasant buzz and sense of well-being and connection to the universe.
    • Legality: Legal in most places
    • Resources TN: 9 per stick (each stick has about 10 applications).
  • Unicorn Cordial: An almost-translucent drink that scatters light into more than seven colors, although the other colors are almost impossible to describe. It traditionally has one white hair in it, although this does not necessarily come from a unicorn. Drinking this makes the user feel amazing and powerful, gives them an additional 6 Mana and access to a single Novice-rank Spell (of the GM’s choice), as well as + 2 to any Magic tests. However, when the dose wears off in an hour, the user gains 1 Backlash and is at -1 to all Magic tests for the hour after that.
    • Legality: Legal in most locations
    • Resources TN: 12 per dose.
  • Walkabout: This shimmering powder, often made into an incense, the smoke from which the user breathes in while meditating next to it, allows the user to send their mind out into another spiritual plane. They have limited ability to interact with this plane–usually only observing events and possibly, with high-TN Communication or Willpower tests, catching the attention of spirits or entities to talk with them. Some powerful spirits may just notice them anyway and choose to engage with them. The plane where the user’s mind ends up is usually whichever one with the lowest relative Veil, or chosen randomly if there are several. If the user wishes to control which plane they enter, they must make a Willpower test against the local Veil + 3. While they are projecting into a plane, their body is fast asleep and basically helpless. In the plane, they have access to any mental or spiritual skills, but otherwise cannot cause physical changes or work any magic. This lasts for one hour.
    • Legality: Illegal in Europa and Russia, technically illegal in FAC but the law is rarely enforced there
    • Resources TN: 14 per dose.

Spell Items

Almost all of these items contain a single spell that can be activated on use. In general, most available spell items that are a single use only, and cost whatever a high-quality version of that item casts, with +1 to any Resources TN for each degree of Arcana associated with the Spell placed within it. Items with imbued Mana that recharge slowly over time should cost +2 Resources per rank in Arcana; Mana Batteries or long-lasting items should cost +3 Resources per rank; and permanent spell items should cost +4 Resources per rank.

These costs might be modified by requiring special knowledge or procedures to use them. For example, a magical staff with a command word, or a scroll that requires knowledge of a specific language, might be cheaper than one that anyone can use.

  • Candles: Usually meant for spells that last minutes or hours. These count as an alchemical liquid with regard to enchanting rules.
    • Resources TN: 5 per candle.
  • Elixirs: Potions and poultices that are meant to convey a beneficial effect, in general. These can apply immediate or lasting benefits, but tend to have short shelf lives. In general, most elixirs do not last more a week.
    • Resources TN: 8 per draught.
  • Icons: Images of gods, devils, even important individuals (usually with some kind of magical or social power) can contain related magics. These shouldn’t be much smaller than a large ring; the icon must be immediately visible to those being affected by it. Note that some objects of worship might become enchanted without the use of a specific ritual, if the GM deems enough devotion and magical talent was focused on it.
    • Resources TN: 11 each.
  • Incense: As with candles, usually meant for spells.
    • Resources TN: 6 per stick.
  • Fetishes: A type of bag of various spell components, usually meant to resemble a concept or a person. Usually easily made, although not that suited to long-term enchantments.
    • Resources TN: 4 per bag.
  • Rings: Magical rings usually serve as mana batteries, but some will include a specific spell effect. In general, magic rings have enchanted gems set in the metal rather than enchanted metals, but some will make use of mystic metals for an additional +4 Resources TN.
    • Resources TN: 12 minimum.
  • Rods and wands: A length of bone, wood or precious metals, anywhere from 25 to 35 centimeters for wands, or roughly half a meter of thicker material for rods. A rod is usually also a Mana Battery and contain multiple Spells of up to the Grandmaster-rank. Wands usually contain only one Spell of up to Master rank and recharge slowly over time.
    • Resources TN: 11 for wands, 15 for rods.
  • Rosaries: Often contains a single-use or limited-use defensive spell. Made of bone, semiprecious gems, or wood.
    • Resources TN: 10.
  • Scrolls: Scrolls require some preparation and while most of them contains formulas and descriptions of the spell’s workings that can be used to teach a caster the basics of the Spell in question, the real power comes putting the Spell itself into the scroll. When speaking the command words of the scroll, the Spell is released, burning away the parchment or vellum. These are almost always single-use items.
    • Resources TN: 9 (parchment) or 10 (vellum).
  • Staves: Usually made of wood with precious metals, gems, or other materials to help hold enchantments. Staves are often Mana Batteries, may even be Spirit Vessels, and can have multiple Spells of up to Grandmaster-level rank within them. These are among the most powerful and desired spell items around.
    • Resources TN: 16.
  • Tattoos: A magical tattoo is meant to contain a small number of Spells that can be powered either by imbued Mana or the bearer’s own Mana pool. The tattoo inks must involve crushed gems, alchemical solutions, and cause actual damage to the person being tattooed, usually at least 2 Health per rank of spell, +1 damage for every 5 Threshold successes generated in the ritual. These are usually long-lasting (and can be enchanted again) or rarely, permanent.
    • Resources TN: 14.

Example Spell Items

  • Magister’s Battle Staff: At the beginning of the War of Empires, most Academy graduates were given a staff upon receiving the rank of Magister. This practice became less common as the war continued and more recruits than ever were pressed into service. However, there are still a fair number of these around in the hands of veterans and collectors. At minimum, each staff is a Mana Battery, able to hold 24 Mana, and is imbued with at least one offensive and one defensive spell. By default, those will be the Power Arcana Novice-level Spell Arcane Blast and the Protection Arcana Novice-level Spell Arcane Shield (both in M:AGE, page 99). Some Magisters would instead choose their own favored Spells, more fitting their personalities and training. The staves are also useful for hitting people over the head, causing 2d6 + Strength impact damage on a hit.
    • Resources TN: 18 or higher for more Mana capacity or higher-level Spells.
  • Neptune’s Trident: This tattoo used to be offered to most officers in the British or Europan-based Navies on the occasion of accepting their commission. As the war continued, the tattoos slowly became offered only to sailors of the Commander rank or above who survived at least one naval battle. Each tattoo holds 15 Mana, and when activated (with a Minor Action), can cast the Water Arcana Novice-rank Spell Water Breathing, (F:AGE-C, page 40) and the Preternatural Movement Power of Swimming. This tattoo regains Mana slowly over time.
    • Resources TN: 13
  • Protective Candles: Meant to be used in groups of five, each one to be placed at one point in a pentagram. The candles either create a circle of protection about 2 meters radius around the user, or can entrap an angry spirit. When all five candles are lit, any hostile supernatural entity will need to make a Willpower roll against a Magical force of 17 to cross the circle physically or to target something with magic. The TN of this roll drops by 3 for each candle that is extinguished, and at least three candles must be burning to empower the circle. The roll to escape may be attempted once per combat round, or once per minute during a social encounter. The candles will burn for no longer than one full hour. 
    • Resources TN: 12
  • Rod of Command: The use of these items is less accepted than it once was, but in some places they can still be found. The rod allows the user to command either animals, spirits, some kinds of magical creatures, or in rare cases, humans or supernaturals.The is a Mana Battery with 20 Mana, and can cast the Psychic Arcana Expert-level Spells Calm Emotions (M:AGE, page 101) and Suggestion, and Master-level Spell Puppet StringsAll listed spells are cast with effective Magic Ability + Focus of 7, and Magical Force of 17.
    • Resources TN: 18
  • Ring of Shielding: This item is quite common among aristocracy. The Ring holds 15 Mana that can be spent on the Protection Arcana Novice-level Spells, Arcane Shield and Spell Ward (M:AGE, page 99), with a Magical Force of 17. Both spells will last for 10 combat rounds or one combat encounter. The ring recharges slowlly over time.
    • Resources TN: 16
  • Wand of Escape: These wands were a recent innovation during the War, and have been found only in a few places among the richest civilians.  This contains either 15 Mana and the Movement Arcana Master-level Spell Jaunt, or 21 Mana and the Grandmaster-level Spell Gate with a Magical Ability + Focus total of 7 and Magical Force of 17. This item is meant to be one use, although it can be enchanted with the same amount of Mana and Spell again.
    • Resources TN: 16, 20

Clothing and Accessories

The bulk of enchanted clothes are simply made to fit well and look good on almost any body, or the be hard-wearing.

  • Concealing: This clothing blends into the area around them and helps with stealth. Law enforcement considers owning or wearing this kind of clothing a declaration of intent to commit crimes. The wearer adds +3 to all TNs to see or hear them. This enchantment usually includes imbuing the clothing with 8 Mana in order to cast the Illusion Arcana Expert-rank Spell, Invisibility (M:AGE, page 97) with Magical Force of 17. The enchantment recharges slowly over time.
    • Resources TN: 15 per outfit.
  • Deep Pockets: This enchantment is usually found on jacket pockets, a satchel, a purse, or some other container that already exists. The user can put an extraordinary number of items in the pocket. There’s some room for stretching the pocket mouth, but only by an extra 10 centimeters per degree of enchantment. Digging out the correct item afterward may take up to 30 seconds per rank of enchantment. To find an item within a single major action, requires a Perception (Searching) check, TN 14, 16, or 18. There are generally three ranks to this enchantment: Basic, 10 kg. Intermediate, 100 kg. Major: 1000 kg.
    • Resources TN: 12, 14, or 16 based on degree of enchantment.
  • Glamoured: This clothing can be made to look like almost any other kind of clothing of roughly the same amount; a suit can look like many other kinds of suits, but not necessarily into a dress. This glamour extends to all senses; false silk will feel like silk. Trying to see through the glamour takes Perception, TN 18.
    • Resources TN: 18 per outfit.
  • Hardy: This is an enchantment usually reserved for valued laborers or people working on important and dangerous jobs. The clothes act as +1 Armor against all types of damage, even penetrating. (If the clothes do absorb damage from a penetrating attack, the wearer will take 1 Backlash.) However, the real value is they add +4 Durability and Integrity to the clothing, give the Constitution  (Stamina) and (Tolerance) Focuses (or +1 to such rolls if the wearer already has one or both focuses), and with a Minor Action, allows the wearer to resist 1d6 of Hazard damage for a combat encounter, or 10 rounds.
    • Resources TN: 14
  • Shifting: These clothes are enchanted specifically for shapeshifters, or other people who might have major alterations in size or form. The clothes will either disappear into a small pocket of a spirit realm when the wearer changes, or reshape themselves to fit the new body. This is designed for use with normal clothing; some people have applied it to armor, but it seems limited to no more than 1 kg of mass per rank in Magical Ability of the enchanter.
    • Resources TN: 12 for reshaping, 14 for disappearing.
  • Protective: One of the most popular enchantments. This allows a normal set of clothing to act as armor, within limits. Light, thin, or flimsy clothing can serve as up to 3 impact armor, modest everyday wear can serve as up to 4 impact armor and well-made durable clothing can have up to 5 impact armor. Adding ballistic protection adds half the impact Armor value (round up), as does adding half the Armor value (round up) against physical penetrating attacks (but not things such as psychic or spiritual attacks). When the clothing absorbs penetrating damage, the wearer suffers 1 Backlash.
    • Resources TN: 12 for 3 Armor, 14 for 4 Armor, 16 for 5 Armor.  Ballistic Armor adds +2 to the Resources TN, and Penetrating adds +4 TN.
  • Weatherproof: This enchantment keeps the wearer comfortable no matter what the weather is, within limits. In most temperature ranges from 0 to 40 degrees Centigrade (32 to 104 degrees Fahrenheit), the wearer will feel as if the temp is a comfortable 22 degrees C (71 degrees F), and will use that as the baseline when in colder or hotter temperatures. (So -10 C feels like 12 C.) This also keeps rain and snow from penetrating the clothes and be easily removed from the skin for the wearer.
    • Resources TN: 15 for full outfit.

Example Enchanted Clothing and Accessories

  • Boxing Gloves: Thin leather gloves that have raised leather pads engraved with a specific rune over each of the knuckles. These gloves increase the damage of unarmed attacks to 2d6+2. They also allow punches to do wounding rather than stun damage. Despite their name, these gloves are illegal in professional boxing matches.
    • Resources TN: 13.
  • Hunter’s Glasses: Sunglasses made from thin slices of amber, with a faint tracing of magical writing around the outer edge. The person wearing these glasses has +1 Accuracy, the Perception (Tracking) focus (or +1 to those rolls if the focus is already possessed), and has no range penalties out to the farthest limits of their weapon’s range. The glasses also have 5 Mana that can be used to activate the Preternatural Senses (Seeing) power, or to spend 1 Mana to take the Aim Action as a Free Action, once per round, and may spend 1 Mana to purchase 1 SP to use on the Precision Marksmanship Stunt (M:AGE, page 84). Other SP generated on the attack roll can add to stunt. This Mana recharges slowly over time.
    • Resources TN: 14.
  • Magician’s Hat: This is usually a top hat, although sometimes a bowler or even flat straw hat will serve. The hat can hold up 1 cubic meter, or 1000 kg of mass. To summon a specific item, the wearer must know what they are looking for, name it, and spend a Minor Action pulling it from the hat.
    • Resources TN: 17.
  • Marching Boots: These boots add +2 to Speed, grant the Constitution (Running) focus (or +1 to rolls if the focus is already possessed), and allow the wearer to ignore one level of Fatigue from travel or 1d6 of hazard that can come from walking through dangerous conditions. They also have 10 Mana to be used in casting the Movement Arcana Novice-level Spell Longstride (only at x2 speed per casting). This Mana recharges slowly over time.
    • Resources TN: 16
  • Scarf of Many Uses: This scarf was made famous by its creator, the noted late-19th-century adventurer Henry Greywand. The scarf was reported lost with its master in the jungles of Brazil. There have been a few attempts to copy it, with some success, although it is unknown how close these copies are to the full range of the scarf’s true abilities. The original scarf was about 1.5 meters long and has multiple colors of yarn in it, and can become an animated object, as strong as steel cable and flexible as a nylon rope. With a Minor Action, it can be used like a Heavy Chain weapon, giving the bearer the Fighting (Flexible) focus. Minor Actions can also be used to command the scarf to automatically perform the Grapple Stunt Attack (at +6 to the test) (M:AGE, page 85), to help with climbing actions (adding Climbing Focus), to catch people who are falling (adding +6 to the test), to slowly and subtly wrap around a designated item and pull it closer (with +3 to a Might test), to help carry items by adding the Might Focus, or to pull a temporarily immobilized person at a Speed of 6. The scarf has Armor 2 (I/B), Durability 25, and Integrity 10.
    • Resources TN: 22.
  • Sharp-Looking Hat: A nice hat, usually a fedora or pillbox, that fits the latest style. This has only one decoration, a rune embossed in silver and gold on the hatband. The person wearing this hat gets the benefits of the Novice rank of the Attractive Talent  (M:AGE, page 56) and two Communication Focuses of their choice. If they already have the talent or the Focuses in question, they add +1 to the associated tests. They also add +1 SP whenever generating Social Stunt Points.
    • Resources TN: 14.
  • Underworld Hat: This usually dark-colored hat of the most common style makes the wearer seem to blend in with the surroundings and somewhat forgettable. This adds +2 TN to any Perception test to notice the wearer, and either gives the wearer the Dexterity (Stealth) focus or adds +1 to tests if they already have the focus. It also adds +2 TN to attempts to remember what the wearer looked like when describing him later.
    • Resources TN: 13.
  • Workman’s Gloves: These heavy-duty leather gloves with embossed runes around the wrist increase Strength and Constitution for people working with their hands. They grant the Constitution (Stamina) and Strength (Might) focuses, or +1 to tests using these focuses if the wearer already has them. The gloves have 20 Mana that can be used to either cast the Movement Arcana Novice-level Spell Hold, or to cast the Novice-level Spell Move Object (M:AGE, pages 105-106), allowing the gloves to move on their own. They also give the wearer Armor 3 (I/B) to their hands and are immune to fire, acid, or cold damage, but this protection does not extend to the rest of the body.
    • Resources TN: 12.

Armor

Enchantments that are intended to be added to existing armor also add to the cost of the underlying armor; the GM may decide that the armor must be of a specific type or cost before it can receive a given enchantment. There are also certain armors made of unusual substances which similarly add to the base cost. Protective enchantments added to clothes have their own specific guidelines.

  • Appearing:  This armor is hidden in a pocket spirit realm, linked to two bracelets made of precious metals. With a Minor Action, it can be summoned to appear around the owner’s body. The armor takes a Major Action to appear. The armor can be sent away with a Minor Action.
    • Resources TN: +5
  • Crystalline: As with stone or wood armor, this is an alternate type of material used to make a set of armor. Crystal armor is often used by faeries and dreamwalkers who have Vulnerability to iron, and therefore can’t comfortably wear steel. The enchantments on this armor gives the crystal substance about the same tensile strength as steel. The armor is somewhat lighter than its steel equivalent. The result is that armor check penalties are reduced by -1 (so a crystalline set of plate armor–listed on M:AGE, page 76–would have a penalty of -3). The enchanting process also makes the armor use its full impact value against ballistic damage.
    • Resources TN: +6
  • Empowering: This makes the wearer of the armor more physically powerful. This most powerful version of this armor holds 30 Mana to be spent between 3 ranks of the Physical Boost Power. The distribution of these ranks of power is up to the creator of the armor, although most are set to increase Fighting, Constitution, and Strength. Some versions have more or less Mana, and more or fewer ranks in different Abilities, but the cost of enchanting the armor the enchantment ritual means that it’s usually better to go for the maximum benefit if possible.
    • Resources TN: +9.
  • Hardening: This armor can be made more effective for short periods of time. The armor will have 24 Mana to be used on an adaptation of the Preternatural Armor Power. With a Minor Action and 4 Mana, you can double the Armor’s value for both impact and ballistic protection for the next full round (lasting until the end of your next turn), and use the armor’s original ballistic value against penetrating damage. If the  Armor absorbs penetrating damage, the wearer takes 1 Backlash. While the effect is active, the armor’s check penalty is also doubled.
    • Resources TN: +7
  • Mega: While rare due to cost and difficulty putting it into the field, almost every major war in the past century has seen at least a few sets of armor built on the scale of a giant (5, 8, or 10 meters tall). One person will sit in the center of the armor in a series of straps and connections that take at least 10 minutes to attach, and 5 minutes to extract them from. More a construct than a suit of armor, the Mega armor helps the wearer have the perspective and feeling of an entity of that height. Each degree of armor size increases the wearer’s effective Strength and Constitution by either +5, +8, or +10, treats the resulting Toughness score as both impact and ballistic protection (before adding in the bonus for the armor type), and has an armor check penalty of -2 per degree of size. The armor adds its Constitution bonus to both Durability and Integrity. The armor must lose half its Integrity value before physical damage can affect the wearer. Mega armor is often given other enchantments depending on the needs at the moment.
    • Resources TN: 20, 24, 28.
  • Precious Metal: This armor is made entirely from silver, gold, platinum, or some other precious metal that is not actually that good at protecting people. Most people vain enough to create armor with these materials will use foil on steel. However, this type of armor is enchanted to be as effective as steel while having little or no steel (and thus iron) within it. The armor’s cost is much higher than is practical, but many monarchs have one set of armor made from gold or silver.
    • Resources TN: +10 for silver, +14 for gold, +18 for platinum.
  • Quickened: This armor is lighter, more supple, and in some cases actually enhances the wearer’s ability to move. The standard enchantment will reduce armor check penalty by -4, and if this would turn the penalty to a bonus, the wearer receives that bonus to the approriate test rolls.
    • Resources TN: +5.
  • Stone: As with crystalline or wood armor, this is a kind of armor can be found among people with ties to elementals, or who have Weaknesses to iron or other metals. The enchantment makes the armor somewhat lighter and more flexible than normal stone, roughly equivalent to steel. However, the stone is still heavier and thicker in general than the metallic equivalent, adding +2 to the impact and ballistic values, but also an additional -1 to armor check penalty.
    • Resources TN: +3
  • Veiled: This enchantment makes armor effective against spirits and protects the wearer somewhat from various spells or effects that could involve crossing the Veil. Double the armor’s impact value to physical attacks from manifested spirits, and use the armor’s ballistic value against penetrating damage from spiritual attacks. Attempts to see or attack from another realm add +4 to the local Veil rating.
    • Resources TN: +6.
  • Warded: This armor carries one or more Protection Arcana Novice-level Spells of different kinds of Spell Wards (M:AGE page 99). These Spells are long-lasting, automatically protecting the wearer, and should last at least a month. Each ward must be set to a particular Arcana, as per the spell, chosen when the armor is enchanted. Some version also include 8 Mana to use in casting the Psychic Arcana Expert-level Spell Repulsion. This Mana recharges slowly over time.
    • Resources TN: +3 per Ward, additional +3 if including Repulsion.
  • Wood: As with crystalline or stone armor, this is a set of armor made from wood that is enchanted to be roughly as durable and flexible as steel. This armor is much lighter than the equivalent type of steel, reducing armor check penalties by -1, but can only apply half its impact value to fire-based attacks, and has -1 protection from ballistic damage.
    • Resources TN: +2.

Example Enchanted Armors

  • Knight of the Holy Roman Empire’s Plate: Traditionally, there were seven holy knights dedicated to Jesu Mithras, the Unconquered Son–patron deity of the Roman Empire and its descendant Byzantine and Holy Roman Empires. According to tradition, each of these holy knights had a set of armor created by Merlin, or Wayland the Smith, or perhaps Hermes Trismegistus. In reality, they were probably created in the 16th century by smiths working for Emperor Charles V, who was trying to reinforce his credentials. While it’s certain that some Holy Knights were given enchanted armors before this, the sets gifted by Charles V are the best of them. Two sets have been been lost or stolen, but the other five belong to five of the current Knights of the HRE, although they rarely go into the field in full armor. The last one to do so was Sir Fritz Christen, in battle against Russian troops. The plate armor is starmetal steel alloy, with many embedded runes and magical symbols worked in truesilver and truegold, as well as an orichalum lining and a single large-carat precious gem of singular type in the breastplate. Each plate is fireproof, grants 14 Armor against impact and ballistic damage,  The armor also has a -2 Armor Check penalty. The armor holds has 20 Mana to be spent on either a modified version of the fifth rank of Preternatural Armor that for 2 Mana will apply half the armor’s ballistic value against a penetrating attack. Doing so will give the bearer 1 Backlash. The armor may also use the imbued Mana to activate the Survival Power, and will do so even if the wearer is unconscious and there is at least 2 Mana remaining. Other enchantments are known to exist on specific armors, although these are often changed depending on the needs of the mission.
    • Resources TN: 24.
  • The Locomotive Man: The only known set of Mega armor built in America at the end of the 19th century. It had not been intended for use in battle, but it was sent to Europa for the war anyway. The Locomotive Man is partly steam-powered and resembles an anthropomorphic steam engine. It is roughly 8 meters tall (with the associated benefits), but also can ride over rails at roughly 50 km/hr. The armor comes with two Gatling guns and two rocket-propelled grenade launchers, and can belch smoke in a 30 meter radius that adds +4 to all visual-based target numbers.
    • Resources TN: 25
  • Mithraic Coat: A mail coat embossed with the sun and bull of Jesu Mithras, with at least half its links made from orichalcum. These coats were made for noted heroes of the Holy Roman Empire in the 17th and 18th centuries, and there are at least a dozen surviving examples out there. The coats have 12 I/6 B armor, can glow as brightly as a lantern on command, and has 12 Mana imbued in it. With a Minor Action, the wearer may spend 3 Mana to shine brightly as the sun at noon for a turn. This gives the wearer +3 Defense, and anyone looking at them and must roll Constitution (Tolerance), TN 17, or be blinded for the next round. The armor will recharge this Mana slowly over time. The coat also adds +3 Armor against heat-based sources of damage.
    • Resources TN: 17.
  • Nemean Lion’s Hide: According to legend, this lionhide armor—breastplate, bracers, greaves, skirt, helmet, and cape—is the same armor made by Herakles after he slaughtered the Nemean Lion for one of his labors. The armor still exists and was in a museum in Athens until it was plundered during the war. It is 8I/8B armor, grants the wearer + 4 Strength and + 2 Constitution (even if this increases the Abilities above 5–although if that’s the case, the wearer has an effective +1 Backlash for each Ability above 5). The armor has 12 Mana imbued n it, which can be used either for the Survival Power, or for the cost of 2 Mana, to allow the wearer to use his Toughness against penetrating damage (although doing so causes 1 Backlash). This Mana recharges slowly over time.
    • Resources TN: 26
  • Officer’s Coat: A Prussian innovation, although some other high-ranking officers of both the Europan Alliance and the Holy Roman Empire followed suit. These are extremely well-made heavy wool coats with a thin layer of orichalcum links sewn into the lining. These add 5I/5B Armor and are weatherproof. The coats are also Mana Batteries with a maximum value of 18 Mana, which can be used to cast the Novice-rank Healing Arcana Spell, Healing Touch (M:AGE page 96).
    • Resources TN: 15.
  • Skin of the Night: A thin leather armor made from night-dwelling predators, dyed completely black and grey. The armor covers the entire body, including a thin helmet over the head. The armor is worse than useless during the day, adding +1 to all TNs for physical action made by the wearer, and offering no protection from any damage. In twilight, the armor adds 2I/2B and grants +2 Dexterity, even if this would increase the Ability above 5. (If it does, the wearer has +1 Backlash until the armor is removed). In shadows, the armor grants 4I/4B, +3 Dexterity, and adds +2 to any Stealth rolls or TNs to see the wearer. In full darkness of night, the armor is 6I/6B, adds +4 Dexterity, and allows the wearer to use their own Mana to cast the Illusion Arcana Expert-level Spell, Invisibility (M:AGE, page 97).
    • Resources TN: 18

Weapons

Most of these enchantments are designed for use with standard melee or older missile weapons such as bows or spears. Because of the unconscious fear many people have about using firearms, enchantments on guns tend to go wrong quickly and can often lead to unexpected Backlash. Only a few enchantments that seem to be compatible with the Stabilize Firearms Ritual listed above.

  • Aiming: This enchantment permanently gives the benefits of taking Aim Minor Action (M:AGE, page 37), which can be further modified by Talent, Specializations, or Stunts. If the wielder takes the Aim action anyway, they receive twice the normal bonuses and generate +1 SP for a successful missile attack. This enchantment does work with firearms.
    • Resources TN: +4.
  • Bane: This weapon is able to exploit the basic level of Vulnerabilities of the target Supernatural (cannot use Toughness or Armor granted by Powers to reduce damage, cannot add Constitution when Recovering). Each weapon is enchanted with a specific type of Bane targeted toward one kind of Supernatural. Alternately, two Bane enchantments may be used to target a type of creature (such as humans, possessed creatures, demons, etc.) and impose a Vulnerability on them. Most weapons cannot have more than three Banes, and only some special mystic materials can have four Banes. 
    • Resources TN: +5 per Bane.
  • Disrupting: The weapon may counter or dispel magical effects on the person or objects it hits. This works like the Power Arcana Spell, Arcane Abatement (M:AGE, page 99). The weapon will have 30 Mana to be used for this Spell. The enchantment must interact with the Spell once with a successful attack in order to be primed; the enchantment may then affect that Spell on a second successful attack. This enchantment recharges slowly over time.
    • Resources TN: +9
  • Elemental: The weapon has an elemental embedded within it, lending its strength to attacks. Based on the power of the elemental in question, a successful attack, the weapon may add either +1d6, +2d6, or +3d6 (or +3, +6, +9) damage of that elemental’s type.
    • Resources TN: +5, +7, or +9.
  • Handy: This enchantment makes a weapon reappear in its wielder’s hands. Once per turn as a Free Action, the wielder may command the weapon to return, so long as they can see or they know exactly where it is (if concealed on their bodies, for example). There are two versions of this enchantment. One makes the weapon fly through the air and might be interfered with in some way, the more difficult one slides it along the Veil so that it effectively teleports back to their hands.
    • Resources TN: +4 (standard), +6 (teleport).
  • Homing: A missed attack gets a second roll to hit. This second attack roll does not generate stunt points, even if SP are usually generated by Talents or magical effects on an attack. The second attack must be used, even if it’s another miss. Effects that grant a secondary attack, such as the Lightning Attack stunt (M:AGE, page 82) or Conviction spent to reroll do not allow another homing attack. Conviction spent to purchase a Major Action, however, can lead to a second homing attack.
    • Resources TN: +7
  • Heavy Hit: The weapon carries a great deal of kinetic force with it. On a successful attack, the wielder may spend 2 Mana from their own pool to generate +2 Stunt Points that can only be used for the Skirmish (opponent only), Knock Prone, or Precise Force Stunts (chosen per hit) (M:AGE, page 82).
    • Resources TN: +7
  • Keen: This enchantment places a metal elemental into a weapon. The elemental may be awakened for by spending Mana from the wielder’s own pool. For 1 Mana, the weapon halves the target’s Toughness. For 2 Mana, the weapon halves the target’s Armor, and for 3 Mana, the weapon halves the target’s Toughness + Armor total. (Round up.) For a total of 5 Mana, the maximum effect will last for one combat encounter or 10 rounds. This cannot be used on blunt weapons.
    • Resources TN: +8
  • Long Range: This imbues a missile weapon with an air elemental that can carry projectiles up to double the listed range. This can also be added to melee weapons to stabilize and balance them when thrown, allowing a weapon to be thrown for full damage up to one meter per point in Strength (Focus). This enchantment does not seem to function well with firearms.
    • Resources TN: +4
  • Rapid Fire: The missile weapon’s rate of fire moves up one step, from single-shot to semi-automatic, from semi-auto to automatic, and automatic weapons will gain +3 damage but lose -2 Capacity. On a successful hit, the enchantment also generates +2 SP to be spent only on the Short Burst, Strafe, or Long Burst Firearm Stunts (M:AGE, page 84). This enchantment works well with firearms.
    • Resources TN: +8
  • Swift: This places a spirit of time within the weapon. The wielder has a +2 Initiative bonus and has +2 Speed and Defense (although their  Dexterity score does not change). The weapon holds 15 Mana. The wielder may spend 3 Mana to use their Minor Action for a full Attack Action, allowing them to attack with both their Major and Minor Actions. Both attacks may generate Stunt Points. Stunts such as Lightning Attack and other effects which might allow a secondary attack can trigger with this swift attack. The enchantment recharges slowly over time.
    • Resources TN: +8
  • Vampiric: The weapon drinks in Health or Mana from the target and transfers it to the wielder. The type of drain is chosen per weapon and cannot be changed. When the weapon successfully hits a target, the damage caused after toughness and armor is accounted for will transfer Health, or will transfer half the damage value in Mana (round up). The wielder add the transferred amount to their own Health or Mana scores. This can be applied to either melee or missile weapons.
    • Resources TN: +6 (for Health), +8 (for Mana).
  • Veiled: The weapon is solid to most things on the other side of the Veil. . If the wielder wishes to attack a spirit on the other side of the Veil, their attack roll must be higher than the local Veil. If wielder attempts to attack a spirit that is not fully manifested, they can do half the weapon’s damage to its Mana (round up). If a spirit or entity is manifested in the physical world, this weapon does its damage to both Mana and Health scores simultaneously.
    • Resources TN: +7.

Example Weapons

  • Endless bow: This enchantment affects both the bow and a single arrow, which have matching runes and crystal decorations in them. So long as the wielder keeps the original arrow in its quiver, within two meters of the bow, they will not run out of ammunition. Each time the wielder draws back the bowstring, a copy of the arrow created by pure Mana will appear. It has a +2 to hit and does 1d6+3 ballistic damage as a base (add Perception bonus to damage as usual). If the original arrow is broken or removed, the bow is just an ordinary bow.
    • Resources TN: 15
  • Gáe Bulg: Legend claims this is the actual spear used by the hero Cu Chulainn. If used normally, the spear adds +2 to rolls to hit, and adds +1d6 damage. However, if the wielder is standing in water that is at least higher than the ankles, and if the user invokes the spear’s name, it will assume its true form, with a vicious spearhead covered in thirty barbed points. The spear doubles the user’s Focus bonus to hit and adds +2d6 damage to the initial attack. The wielder may choose to spend 5 Mana from their own pool and take 1 Backlash to make the spear do penetrating damage. If used for penetrating damage, the spear then remains in the victim, extending its barbs deeper into the body each turn, and causing its full penetrating damage (without the user’s Strength bonus) each turn on the wielder’s turn. It can only be removed through a process that will force the victim to take its full damage +2, damage plus another +1 damage for each round it was in the target’s body. This spear is supposedly in the royal collection held at the British Museum, although Irish leaders and Fae have been demanding its return.
    • Resources TN: 26
  • Heartseeking Spear: This spear allows the user to take the Aim action as a Free Action once per turn, and doubles the user’s Perception bonus to damage. If the wielder has the blood, hair, or name of the target, the spear adds +1d6 damage, and does ballistic damage rather than Impact.
    • Resources TN: 18.
  • John Henry’s Sledge: Another item that may or may not actually have been a legendary hero’s weapon, the sledge is an ugly hunk of raw starmetal at the end of a long coal-covered haft. The wielder doubles his Strength bonus for damage, and +5 to hit when trying to destroy objects rather than people. Each successful hit on an object will reduce its Integrity by 2. The wielder can spend 2 Mana from their own pool to Attack an object with a Minor rather than Major Action.
    • Resources TN: 22
  • Thunderbluss: An old style front-loading blunderbuss weapon. The firearm version was meant to be a close-quarter weapon that could scatter shot across a wide area, although this turned out to happen less effectively than the designers intended. This is a purely magical version of the weapon, that makes a powerful thundering noise and throws ice that’s been charged with electricity. The weapon takes a Magical Ability roll, +3 to hit up to two targets  in a 2 meter arc in melee range, +2 two hit up to 3 targets in a 3 meter arc at 3 meters away, and +1 to hit up to four targets in a 4 meter arc up to 4 meters away. The weapon does no real damage to any targets farther away. If the Thunder blast hits, the target takes 2d6 stun damage from the sonic wave, and 2d6 impact damage from the ice. This wielder must take a Ready action to make the weapon ready to fire again.
    • Resources TN: 18
  • Whirlwind staff: An Ironwood staff with various decorations and embellishments. It serves as a normal melee weapon, adding +2 to hit and damage. When the wielder hits with a melee attack, they add +2 Stunt Points that may be used either for the Lightning Attack, Multiply, or Area of Effect stunts. When doing damage with these stunts, they add their Fighting Focus bonus to their damage rolls.
    • Resources TN: 18.