Total Labo : Tn + fo + In + théorie magie + Aura (+bonus Labo) (+bonus aux formes) (+runes) (+artisanat) / Mult * (total de labo - magie Verd) Magie de Verditus Tu soustrait ton score au total de labo à atteindre Runes Par Rune +3 (max 2) (+1) : ajoute ton score d'artisanat au total de labo pour créer un objet magique. (+2): Broad Crafty Enchantments * ouvre en créant l'objet, diminue cout en virtus de moitié * peut inversit un pouvoir dans même saison ; coute moitié aussi mais il faut 3 fois le niveau du sort * faut un artisanat de 2+ (+2) Encahntement ideosyncratique * un dé de stress d'effet idéos. par saison * stress roll + Verditius skill of 10 pour controller pour la saison et gagner un sort suplémentaire du niveau tiré ***************** Verditus tricks ***************** * Runes * USE OF VIS: Ordinary magi may use a pawn of art-specific vis to give +5 on the lab total. Verditius magi may get +6, and one Unreliability die per pawn of vis they use. They may also use the standard techniques, which are reliable. *************************************************** There is some risk involved in enhancing enchantments in these ways. For each method of enhancement you use, roll an stress die (called Unreliability), and add the results together. The larger the Unreliability total, the more trouble you cause yourself. If you roll a zero, roll one `botch' die plus one per point of Verditius magic. Each zero on a botch die is scored as -3. (Remember that you want to roll as low as possible, so these -3's are good; Verditius magi thus have a small advantage on this roll.) The Unreliability total is measured on the following table: < 0: Gain one experience point in something relevant per three points the Unreliability score is negative. 0-19: No Effect 20-29: Very Temporary or Minor Problem 30-39: Temporary or Minor Problem 40-49: Medium Problem (like a -1 Flaw) 50-59: Substantial Problem (like a -2 Flaw) 60+: Major Problem (like a -3 or worse Flaw) Problems are rolled on a simple die: 1-2: Injury to the magus. Usually wounds or some such, about one body level for 20-29, two for 30-39, and so forth. This might be a story event, especially if the magus is in danger of death. 3-4: Enfeeblement. Lose a point or two from some attribute for a time; permanantly, with a 40+. 5-7: Curse. Some magical effect, generally related to the enchantment, persists around the magus or the item for a time, or permanantly. 8 : Annoying Side Effect. There's something wrong with the enchantment, in a way which is probably more bad than good: an invisibility ring that leaves your shadow visible, or that gives you a cold if you wear it for too long. 9 : Beneficial Side Effect. Like 8, but the side effect is more often good than bad: an invisibility ring which makes footsteps inaudible. 0 : Additional Enchantment: An additional enchantment has found its way into the device, and you may not discover it for some time. The power of this enchantment is about one third of the Unreliability total. What it does is entirely up to the Storyguide. 9+ *************************************************** Vertues complètes (+2): Broad Crafty Enchantments. Like Crafty Enchantments, but you may use it with all the crafts you know reasonably well: that is, all the crafts you have a skill of 2+ in. If you wanted to make that sword with the diamond, and had time for a crash course in jewelry, you could open it for enchantment much more cheaply. If you also have the Jack of All Trades virtue, you don't need any special training. (+1): Crafty Enchantment. You can combine one mundane craft, like ironsmithing or pottery, with enchantment. You may make an item (taking one season) and simultaneously open it for enchantment. This reduces the amount of vis needed for the opening by half (though never below 1). You may also perform a minor enchantment in that season, thereby opening the item and instilling one power in it at once; unlike ordinary minor enchantments, this leaves the item open for further enchantments. This enchantment, too, costs half the usual vis. You must have a lab total three times the level of the effect, or you cannot do this rather fancy trick. You must of course have sufficient skill in the craft to make the item, or at least be the main artisan involved in it. If your craft only makes part of an item, you only halve the vis which goes into the part of the enchantment you make: if you are a smith forging a sword with a diamond in the hilt, you make the sword but not the diamond, and must pay full vis for the diamond. (+1): Ideosyncratic Enchantments. Any enchantment that you perform is accompanied by side effects, related to your personality, or other things the Storyguide deems relevant. Each season you work on an item, counting opening the item for enchantment, roll a stress die, and add it into the item's Ideosyncratic Power; the level of the side effect is the Ideosyncratic Power. The Storyguide decides what the Ideosyncratic Powers do: the player may make suggestions, but the storyguide should ignore them at least half the time. Ideosyncratic Power may be divided into several powers when appropriate. The Ideosyncratic Powers never count towards the number of spells in the item. They tend to appear sporadically; they are often beneficial or at least amusing. However, if you have Verditius magic, you may attempt to control these enchantments. Each season, make a stress roll + Verditius skill of 10+; if you succeed, you may make that season's Ideosyncratic Power roll into a separate enchantment of your choosing; e.g., if you rolled a 5 for Ideosyncratic Power and made your Control roll, you have a free level-five enchantment in the item. If you roll for Control and botch (the roll ordinarily has only one botch die), the Ideosyncratic Power goes wild, and the enchantment being worked on that semester is saddled with a major flaw. As level-5 enchantment aren't that helpful, you may try to use a later season's controlled ideosyncratic power to extend an earlier season's. This is somewhat wasteful; add half the later seasons' levels to the earlier season's total. If you are enhancing your enchantment and roll Additional Enchantment, simply add a quarter of the Unreliability roll to the item's Ideosyncratic Power and subtract the number of Unreliability dice from your Control roll.