The rules for creating an Imbued Item can be found in the Mage Corebook. The description of the Merit can be found on pages 84-85, whereas the Imbue Item spell itself can be found on pages 225-226. What follows is a run down of how to use those rules on Fallcoast. Staff reserves the right to deny any proposed imbued item. Alternately, free imbued items are capped at 5 dots. If you want a more powerful one, you'll need to pay XP for it.
- Rules: You can purchase Imbued Items that are up to 5 dots in CG. If you want to make more powerful ones, you'll need to do so in game after CG. You can have multiple Imbued Items and they may also be enhanced. See rules on Enhanced Items.
- Dot Value: The dot value of an imbued item will be calculated according to the Merit description in the Mage Corebook pages 84-85. Imbued items of 7+ dots will be scrutinized very carefully.
Calculating Rank (Dot Value)
This part is pretty easy actually. Follow me to find out.
- Start with 1 dot.
- Add 1 additional dot for each power past the first. (Combined spells count as 1 power for this)
- Add in a number of dots equal to the highest arcanum used. (Combined spells actually count as separate spells here, but since combined spells use the highest arcanum anyways, you just pick the highest)
- If any power is persistent, add 1 dot.
- Total them up and that is your Imbued Item's rank.
Creating the Item
This is a step by step guide on how to create an imbued item on Fallcoast.
Step 1: Pick the Spells
The first step on your journey is to pick what spells you want to put on your imbued item. Here are some things to remember.
- Each spell has to be cast on the item separately.
- The person that casts imbue item must spend a point of mana for each spell imbued into the item.
- Combined spells count as one spell. (Remember the -2 per additional spell as per P129 MtA)
- You have a limit on the number of spells you can combine. (P129 MtA)
- The person that casts imbued item need not be the person that casts the spells being imbued.
- You can use Ritual Synergy for this.
- Please remember that each roll you make has a time period associated with it.
Step 2: Determine Spell Factors
The second step on your journey is to determine the spell factors for the spells you have decided upon. Here are some things to remember.
- All spells imbued on an item must be indefinite unless the duration of the spell is noted as special or lasting.
- Special Duration spells depend on the description of their effect, so you should ask staff about those first. We'll try to keep a list going as they come up on this page,
- All spell factors must be allocated.
- If your spell is contingent, you only allocate for the 1 base success.
Step 3: Calculate the Target Numbers for your spells
Now that you know what spells you want, calculate the total Target Number for your spells. You'll want to write these down and keep them. You'll need them. Keep a few things in mind.
- Tally your spell factors.
- Calculate the Target Numbers for your spells.
- Write them Down, You'll need this later.
Step 4: Roll for your spells
At this point, you should roll your spells into your job. Keep this in mind.
- These are probably being cast ritually, but you can use instant casting too.
- If you are using ritual synergy, remember that at 3 dots only one person needs to know the spell and everyone with the arcanum can add their gnosis + arcana (Otherwise just gnosis). At 5 dots, you just need two mages with 5 dots in ritual synergy and the appropriate levels of arcana. They don't even need to know the spell.
- If you are casting ritually, remember that while each roll represents a time period, you also can spend 10 minutes per dot of gnosis between each roll casting spells on yourself, eating, having other mages cast spells on you or even meditating for bonuses.
- Reminder that you can spend 1 WP point to change your imago for better or worse, but this will also affect your imbue item TN.
Step 5: Roll for Imbue Item
At this point, you must have completed your spell rolls and succeeded. So now you need to roll for imbue item. Here are some thing to know.
- Your TN for imbue item is equal to the sum of the TNs for your spell rolls. (Remember where I told you to keep those written down?)
- You don't have to pay successes to make Imbue Item indefinite. It's a lasting spell.
- The person that casts Imbue Item must:
- Finalize It
- Pay 1 mana for the imbue item spell itself
- Pay 1 mana per spell on the item (Combined Spells are 1 spell)
- Relinquish the Spell through some means
Using an Imbued Item
At this point you have yourself a shiny new imbued item and you want to use it. Well first bucko, we need to talk about the two ways you can use the imbued items.
So you got yourself a shiny new suit of mage armor with a persistent fate arcana armor effect? That's great! I love it. Teuton, you say, how does this work? I'll tell you.
- It just does.
- Wearing the item activates the enchantment on it and gives you whatever potency of fate armor the caster imbued into it.
- Bonus points if your fate armor is just a feathered hat.
- You might need to roll disbelief if your armor has a vulgar effect and you wave it around in front of sleepers.
Example: I have this cool golden, glowing armor made of pure sunlight with feathered wings. It gives me armor of +5/+5 because it's made of pure energy. One day, I decide that the world is ready to behold the beauty of Sir Scrufflebutton the Third, Supreme Ruler of Lands Far and Wide. Here's the problem. The minute I got on live TV the spells around my imbued necklace went away. I spent the next 3 hours on live tv butt naked. You don't recover from that. Kids, that's the story of why disbelief matters.
So you got yourself a shiny new ward ring and want to use it to keep those pesky prying eyes out of your domain? Well first bucko, let's talk about how to use that handy, dandy ward-o-matic 5000.
- First, you have to activate it.
- This is an instant action. If your trigger doesn't fit as an instant action, it flat out doesn't work.
- Different Contingent Spells can have different triggers.
- Second, you roll paradox, if applicable.
- If this was purchased as a merit, roll half the merit dots rounded down.
- If this was created by a player, the paradox pool is based on their gnosis at the time of casting imbue item. (It does not update)
- Third, are you producing vulgar effects (based on the spell being activated) in front of sleepers?
- If yes, roll dat disbelief.
- If no, continue.
- Fourth, you roll the activation pool.
- If you have gnosis, The activation pool is equal to your Gnosis + Relevant Arcanum Rating of the Imbuer - Any paradox successes - Any spell factors
- This is the place you put in special spell factors (as below) and normal spell factors (such as increased range)
- If you have no gnosis, The activation pool is equal to the highest arcana rating used to calculate the merit rating - Any paradox successes - Any spell factors
- This is the place you put in special spell factors (as below) and normal spell factors (such as increased range)
- Fifth, tally successes.
- Count those successes up!
- Sixth, enjoy your bad magic.
- Allocate successes across the contingent effects activated. This counts as the potency for those effects.
- If the magic requires mana costs, you pay those.
Example: I have my new explosion ring. I'm going to use it to blow up my rival's car because I don't like him and the world needs more explosions. I walk over to his driveway, point my ring at his car and chant the activation phrase 'Explosions are my life.' The ring starts to work its magic. First though, I have to roll paradox, because that is vulgar as all get out. So I roll 2 successes and pass my wisdom roll. I gain the Sociopath derangement for a day. Meanwhile, my sociopathic tendencies are still telling me to blow up this porsche because my rival can shove it. Luckily, there are no sleepers around to witness this because it's 1PM in the afternoon and normal people are at work. I roll my gnosis + the imbuer's arcana at the time and get 3 successes. Luckily, this leaves me with 1 success. The good news is I create an explosion. The bad news is that the only damage it manages to do to the car is knock a door off the hinges. Dejected and upset, I decide to go on a trip down the street to re-arrange some hedges with fire.
Miscellaneous Rules and Notes
- Duration Clarification: Imbued Item is a lasting spell. The spells on the item itself are the ones that need to be made indefinite or be lasting/special already.
- Infinite Flash: This is actually a Forces/Matter affect that gives unlimited space rather than a Space affect. Matter/Forces fits an electronic more than Space does.
- Neverender Batteries: The Neverender batteries from FC use Prime 4 to be created.
- Paradox Rolls: To be clear, the imbued item and the mage have their own per scene paradox counters. So if you activate an item twice, the item's paradox roll counter is at 2, but if you have not cast a spell yet your paradox roll counter is at 0.
Special Duration Exceptions
If a spell lists that it requires advanced duration you must spend the 5 extra successes making the spell's duration indefinite.
Require Advanced Duration
Already Advanced Duration
- Healing Heart
- Imbue Item
- Payment in Power
Imbued Items and Special Spell Factors
Once you cast imbue item, you can no longer affect the spells cast on the item.
- Conditional Trigger and Prepared Spells make no sense here and are unusable.
- Spell Cloak:
- It can be added to the spell at time of casting on the item and would apply each activation.
- It can be added by the imbuer at time of imbue item to protect against scrutiny of the item.
- The imbuer could also cloak the individual effects.
- It can be added at time of activation per activated effect.
- Target Exemption works as normal but can only be used at time of activation with the penalty applying to the activation roll.
- Sense the Threads:
- The short answer is yes.
- The long answer is:
- If done at activation per effect it will allow the activator to track when each effect is touched by another person.
- If placed on the item itself one could track when attempts to affect the imbued item were made .
- If placed at time of casting the spell on the imbued item then it would notify the caster when the spell was being touched.
- Basically: Yes and it depends on when and who does it so please make your notes informative.
Good Imbued Item Notes
When you get ready to be approved, you'll need to have a note on yourself for your imbued item. Please have a note with the following pieces of information for the sanity of all staff on fallcoast. Thanks.
- Name of Item.
- Type of Item.
- List of Spells, Their spell factors, Their Total TN. (You don't need to include Imbue Item here)
- Page numbers are not necessary but nice.
- If someone used sense the threads or spell cloaks, please list who and when.
The rules for creating an Enhanced Item can be found in the Mage Corebook. The description of the Merit can be found on page 82. There are several spells that are commonly used to create an Enhanced Item. Alter Integrity (M:tA p198), Alter Size (M:tA p203), Alter Raiment (GotV p190), Advanced Armor Piercing, and more commonly Alter Efficiency (M:tA p198). Special Properties are far more various, and need to be cleared with Staff on a case by case basis.
- Dot Value: The dot value of an enhanced item will be calculated according to the Merit description in the Mage Corebook, page 82. Staff reserves the right to deny any proposed enhanced item.
- Maximum Dots: This Merit is capped at five dots, per Mage Corebook p82.
- Imbuing Enhanced Items: In CG, having an enhanced item that is also imbued counts as two separate merits. You must pay for both merits separately based on the dot rankings of both.
- One Merit, Many Spells: It is possible to have a single Enhanced Item have Alter Integrity, Alter Size, Alter Efficiency, and a fourth Special Property all placed upon it. This could theoretically mean having to pay the relinquishment cost of four or more spells. Plan accordingly.
Imbued and Enhanced items cause disbelief. Fetish items do not. Imbued items will only cause disbelief if their persistent or contingent effects are vulgar. An enhanced item will only cause disbelief if it has been enhanced to more than double its natural bonus in any category or it has a vulgar special property added to it.
- Persistent and Contingent effects can cause disbelief if they are vulgar.
- Disbelief is rolled as normal.
- The disbelief successes are tracked and when they add up to be equal to or more than the TN of the contingent or persistent effect, this effect is dispelled. It does not dispell the imbue item spell, only that single effect.
- On a contingent effect, if the disbelief successes are more than the successes on the activation roll, the effect does not activate.
- On a persistent effect, it continues to work until dispelled.
- Enhanced items cause disbelief if they have been given a bonus that is more than double their natural bonus.
- Enhanced items also cause disbelief if they have a vulgar special property.
- The natural bonus is calculated including any bonuses from the material used to craft the item.
- IE: A lunargent sword that has a base Damage of 3 but gets +2 from lunargent has a natural Damage of 5. You could enhance this to 10 without causing disbelief.
Fetish Creation is handled according to the system set out in Lore of the Forsaken pages 143-149. Fetish Approval is handled jointly by Mage Staff in cooperation with Werewolf Staff. This is done to ensure a level playing with Fetishes being created in other Spheres.
- The maximum dot rating for this merit is capped at 5. Staff reserves the right to deny any proposed fetish.
- Note that the ‘Extra Cost’ minor restriction is not valid in most cases for mages. Fetishes are fuelled by Essence and not Mana. Unless the Mage has some means of infusing Essence into the Fetish personally, this feature should not be taken. (Your familiar may power the fetish for its own benefit, but not for your own.)
- Rather than rolling Harmony - Fetish Level to activate the Fetish, the Mage rolls Gnosis+Spirit-Fetish Level. This can be done reflexively if that power is included in the Fetish Creation.
- Fetishes do not cause Disbelief.
- Keep in mind that Fetishes emulate powers given by spirits and spirits give powers that emulate their influences. Spirits are the perfect representation of their influences. Meaning that a spirit of fire is most likely to give you a fetish tattoo that protects you against fire or that can control ambient temperatures. It is most likely not going to give you a fetish tattoo that shoots fireballs or causes walls of flames. While fireballs and fire walls are fun, they aren't real representations of fire. They're romanticized representations of fire.
Who can I ask about Fetishes?
- Ulkair is Werewolf TL
- Firefly is Werewolf Staff and can tell you if your fetish looks approvable.
- Teuton was Werewolf Staff and Spirit TL at one time, so he can tell you if a fetish is nuts or not.
Alternate Release Methods
The default method for releasing a spell is to spend a Willpower Dot. This ensures the effects on the enhanced, imbued, or fetish item cannot be dispelled, though it remains subject to disbelief and destruction of its structure. Tome of the Mysteries pages 128-132 offer numerous alternatives to spending a Willpower Dot. These alternative methods open the objects to the possibility of being dispelled, but are generally less onerous in price than the loss of a Willpower Dot. These costs are ideal for objects intended to serve a specific purpose for a short time, or items with a certain number of charges.
What follows is a list of approved alternate release methods:
- Bundle Enhancements
- Pain Harvest (Requires Staff pre-approval. Use +request when storing Pain Harvest Points.)
- Sacrifice Fortune (Requires Staff pre-approval. Use +request when storing Sacrifice Fortune points.)
- Time Limit
- Payment in Power. Staff will create a +mpip count for you in your job that will deduct 1 mana daily for you.
- Bundle Upgrades
- Spirit Pact (Requires Staff pre-approval. Requires at least 2 scenes demonstrating you completing the task the spirit set out. Not entertaining mages summoning a spirit and forcing it.)
The other methods are not in use because tracking them is logistically impractical.
Note: Alternate release methods, along with Forge Thaumium and Imbue Item itself cannot have additional target factors. Only one item can be made per spell.
Note: While the Mage Errata allows a single willpower point to be spent as a an alternate release cost, this is one of the items in the Errata that is NOT in use on Fallcoast.
Thaumium items are made using the Matter 5 spell, Forge Thaumium and has the following additional houserules and clarifications.
- You cannot transmute Perfected Materials and use them for this spell. This is explicitly disallowed in the book.
- Your maximum equipment bonus for durability, size, armor and attack is equal to the higher of your matter or prime.
- Clarification: This is for Thaumium's built in bonuses. You can enhance the resulting item further by making it an Enhanced Item as normal.
- There is no limit on the amount of successes you want to allocate to duration or mana storage.
- You cannot use your own mana to activate a thaumium item's anti-magic shield, it must have mana in its own storage. You can transfer your mana to it with appropriate magery.
- Thaumium requires Perfected Mercury, Perfected Silver and Perfected Gold to create in equal amounts. There's talk in the books of how the majority of a substance boils of during the perfecting process, and this is being explicitly stated now as 10:1 here on Fallcoast. If you want to make 1lb of Thaumium, you need 10lb of Gold, 10lb of Silver and 10lb of Mercury to perfect.
- Perfecting takes 24 shifts into Twilight. It's Vulgar. It also has a Mana cost of 1 mana per roll.
- Gold and Silver aren't free. An Alchemy Lab specifically provides materials for the creation of Gross Matter, which is used in Alchemy spells. It does not provide you with the precious metals you need to make Perfected Metals. Transmute Gold is a Prolonged Effect. If you want to perfect this gold, you're going to need to spend a WP dot to make it permanent (Payment in Power is not an option for that). If you've been stockpiling gold and silver with your Resources spends, then that needs to have been approved and noted in monthly spends via job.
- Forge Thaumium is not a Finishing Spell and cannot be paid for with Payment in Power. Also, Forge Thaumium along with the actual Finishing Spells (Bundle Enhancements, Bundle Upgrades and Imbue Item) are hereby limited to one target. Creating three swords that automatically counter-spell and do aggravated damage for 8xp is, sadly, not an option.
- To clarify: Forge Thaumium is only used to provide you with thaumium that you can use to make into whatever you want.
Phantasmal Weapons and Armors
- This counts as a held spell for the duration. Penalties apply.
- No matter how many successes you achieve, the maximum possible equipment bonus is equal to your prime dots. To be clear, this is per category. If you roll eight successes, you can give a weapon +5 to attack and +3 durability but not +8 durability or +8 to attack.
- In case it is unclear, successes means potency.
- You do not need to allocate separate successes for Phantasmal Armor to gain General and Firearms ratings. Allocating 1 success gives you +1/+1 rating.
- If you increase an items size, you may not be able to use it. Please keep this in mind.
- You can't make something you haven't seen.
- You can create a phantasm of relics and other legendary items, however, these phantasms will have none of the magical effects. They will look like their legendary counterparts but only act as a mundane version of whatever that relic or legendary item is.
- IE: If you create a phantasmal weapon of excalibur, you're just getting a really cool sword, nothing else.