Jmorvi Magic & Metal Enchantment Guide
Jmorvi Magic & Metal Enchantment Guide
                            In this tome the following special definitions are used: Wholly Metallic -
                            an artifact which is at least 91% metal. Mostly Metallic - an artifact which
                            is at least 51% metal. Partly Metallic - at least 21% metal.
Ordering of Metals
                                                   Metal                   Gravity
                                                   Platinum (Mýthral)      21.5
                                                   Gold                    19.3
                                                   Gold Coin (Electrum)    17.2
                                                   Quicksilver (Mercury)   13.6
                                                   Lead                    11.3
                                                   Silver                  10.5
                                                   Copper                  8.9
                                                   Bronze                  8.7
                                                   Brass                   8.5
                                                   Iron                    7.9
                                                   Steel                   7.8
                                                   Tim                     7.3
                                                   Zinc                    7.1
                                                   Antimony                6.7
                                                   Arsenic (Grey)          5.7
                                                   Arsenic (Yellow)        2.0
                            The specific gravity of a metal also depends on its purity so these figures
                            should be deemed approximate. It should also be realized that, because
                            the laws of physics vary from one universe to another, substances do not
                            necessarily have the same properties on Kethira as they do on Terra.
      INDEX
BLADESHARP (II) 3 
DETECT TRUE METALS (II) 4 
FERIC'S LOCK (II) 4 
HAMMERBLOW (II) 5 
KAEVEN’S THUNDER (II) 5 
SHEEN OF KRAZMA (II) 6
This spell magically bars a door, gate or valve of wood      When cast upon a metal/mineral object, the spell
(at least partly metallic), metal, or stone. The magical     reveals the form inherent in that object. The caster
closure holds the portal fast just as if it were securely    gains a bonus to subsequent Craft rolls related to that
stopped or locked. The door may still be broken down.        object, as applicable. The bonus is SB1 at MS, SB2 at
Note that a mage whose index with this spell is 3 points     CS.
higher than the caster's may open such a door without
difficulty.
                                                                                  Bonus Effect
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      Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
GOLDEN RUNE (I)                                                BLADESHARP (II)
(Author: Harry Butler)
An enchantment which allows the caster to “engrave” a          A spell to temporarily increase the impact of an
message or drawing in the surface of an elemental              unenchanted metal weapon by one. CS increases impact
object. The caster uses a finger to make the etching; no       and allows a successive casting. A CF result destroys
other tool is needed. The caster is able to write for          the weapon. Bladesharp may not be cast in conjunction
about ML seconds (MS) or ML x 3 seconds (CS).                  with any other Indefinite or Permanent enchantment.
ML61+ The engraving may be hidden below the                    ML36+ May be cast on weapons containing some non-
surface, visible only to Jmorvi Shek-Pvar.                     metallic components/parts.
ML71+ The engraving may be made legible only under             ML76+ If cast upon a weapon during manufacture, the
certain caster-designated conditions (e.g., under a full       enchantment will have an Indefinite (or with CS:
moon).                                                         Permanent) duration.
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      Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
DETECT TRUE METALS (II)                                          FERIC'S LOCK (II)
                                                                 (Author: Brandybuck)
Cast upon a coin, this will reveal the true metal content        An enchantment to increase the complexity of a wholly
of the coin to the caster, by tossing it up in the air and       metallic lock or similar mechanism. With success, lock
catching the coin again. This helps in the detecting of          complexity is increased by one (MS) or two (CS). This
counterfeits of various types, where an illusion, plating        spell cannot be combined with any other complexity-
or other means are used to disguise a less valuable or           increasing spells, and cannot be laid more than one on
worthless coin.                                                  the same mechanism.
Bonus Effect
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HAMMERBLOW (II)                                                 KAEVEN’S THUNDER (II)
(Author: K. Mogensen/Contributor: K.O. Kristiansen)
An enchantment to increase the impact of the next               A major/minor artifact power cast on a wholly metallic
strike of an enchanted, wholly metallic, weapon - in            weapon. If cast as a major artifact power, Thunder
any one aspect which the weapon already possesses, by           “occupies” one point of Ego/Will. If cast as a minor
SI (MS) or SI x 2 (CS).                                         power, it may not be combined with any other
                                                                enchantment. If cast on a weapon during its creation,
The spell will take effect the first time the weapon hits
                                                                Thunder’s Duration is Permanent. Indefinite otherwise.
within Duration; otherwise, the enchantment is
harmlessly dispelled. The caster must specify which
aspect is being enhanced at the time of casting.                Thunder increases the intensity of sound caused by
                                                                strikes made with the weapon by enhancing the
The spell puts a “rune” on the weapon, visible by               resonance/reverberating properties of the metal. Thus a
Golden Eye and such.                                            mace or sword treated with Thunder will ring or crack
                                                                more loudly when striking against metal such as
                                                                armour, or an opposing blocking weapon.
                     Bonus Effects
                                                                The increasing noise caused by such a weapon is
ML61+ May be cast on a mostly metallic weapon.                  proportional to the SI of the caster. The effect of the
                                                                noise impacts the morale of allies and opponents. Upon
ML71+ Up to SI Hammerblow runes may be put on                   hearing the sound of a weapon enchanted with
   one weapon. These will take effect on consecutive            Thunder, raw recruits or untrained warriors will avoid
   strikes, never at the same time.                             the weapon’s wielder if at all possible. If ordered to
                                                                engage Thunder’s wielder, such warriors must make a
ML81+ Effect may be delayed up to SI (MS) or SI x 3
   (CS) days until after a set time or until the                morale check at Will x 4. Veteran warriors need not
   Hammerblow rune is touched, this will start the              make this check.
   normal Duration of the spell. Time to cast the
   spell with delayed effect is (15-SI) x 3 minutes.            In addition to its effect on neophyte warriors, Thunder
                                                                impacts the morale of friend and foe as well. In any
                                                                situation where a Thunder weapon has been in use, and
                                                                a morale check is called for, SI/3 is added to the Will of
                                                                friendly forces, and deducted from the Will of
                                                                opponents, prior to applying the multiplying factor. If
                                                                Thunder was cast with CS, adjust Will by SI/2.
Bonus Effects
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SHEEN OF KRAZMA (II)                                           DORAN’S KEY (III)
(Author/Contributor: Steve Bartlett/Revised)                   (Author: Harry Butler)
An enchantment which treats a wholly metal                     This spell allows the caster to open mundane (i.e. non-
artifact/weapon so that it will not oxidize, tarnish or        magical) mechanical locks of Complexity lower than or
rust.                                                          equal to caster's Key SI. With the basic spell, the caster
                                                               must touch the lock's interior mechanism with a piece
The enchantment is not an artifact power, "occupies"           of metal, such as a key or piece of wire.
no Ego and leaves no residue. It cannot be laid on an
enchanted artifact, but a weapon treated with Sheen can
be subsequently enchanted.
                                                                                     Bonus Effect
If cast as the artifact is being forged, the Duration of
Sheen is Indefinite (MS) or Permanent (CS). If cast on         ML71+ Caster no longer need touch lock's interior
a complete artifact, Duration is ML days (MS) or               mechanism. Touching the lock's exterior during casting
indefinite (CS). The caster must continually handle the        is sufficient.
item while casting this spell.
Bonus Effects
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EVARKIN’S HAND (III)                                           JOINING OF MARSILIUS (III)
(Author/Contributor: Blair Wettlaufer & Evarkin)
A spell to disrupt a mechanism, so it will not function.       When standing on an at least partially metallic surface
The basic spell only works on Complex devices (such            (stone or solid rock is also sufficient), the caster can
as Golems, Locks of Complexity 6+, Terran Firearms,            join with the ethereal forces of the element and literally
etc.) of an unenchanted nature.                                become steady as a rock. The caster cannot be knocked
                                                               back, fall, or be lifted for the duration of the spell (the
Evarkin's Hand jams these devices, so an unlocked              caster can, of course, end the spell before the duration
door would stay unlocked if the spell was cast upon the        has ended if s/he wishes). Unfortunately, the caster
lock, but it would not open if cast on the hinges or           cannot move from the place where he casted the spell,
latch. The spell must be cast once per mechanism.              and thus suffers -20 to all Dodge rolls, and other
                                                               penalties as the GM sees fit. At CS, the caster can move
                                                               about within a 1m radius, and only suffers -10 to
                     Bonus Effects                             Dodge rolls.
ML81+ The spell will disrupt Simple devices (Wheels,           ML86+ The caster may move about freely, as long as
   Winches, Hinges, Latches, Rudders, Jewellery                he remains on a metallic/mineral surface.
   Clasps, Buckles, etc.)
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KAEVEN’S DAMPENING (III)                                      MAGIC CALTROPS (III)
                                                              (Author: Dogberry)
A major/minor artifact power cast on a wholly metallic        An enchantment that empowers tiny caltrops to
equipment. If cast as a major artifact power,                 temporarily swell with ethereal iron and inflict full
Dampening “occupies” two points of Ego/Will. If cast          damage. The caster makes a handful (up to SI ounces of
as a minor power it may not be combined with any              tiny caltrops (1 dram each) and casts the spell,
other enchantment. If cast on equipment during its            including a keyword. When he wants to use the
creation, Dampening’s Duration is Permanent.                  caltrops, he pulls out as many as he wants to use at that
Indefinite otherwise.                                         time and casts them to the ground, saying the keyword.
                                                              They then swell to normal size for caltrops for the
Dampening manipulates the metals reverberating                duration of the spell.
properties to muffle the sound caused by strikes.
Bonus Effects
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OCHAM’S EDGE (III)                                            SPHERE OF DUUL MÙL (III)
(Author: Andreas Nicoletti)                                   (Author/Contributor: Hâkan Ahlgren/Mikael Hegardt)
A spell to temporarily improve the impact of one              This spell creates a six-inch ball to form from earth,
specified aspect of a wholly metallic weapon. The             mud, sand, gravel, etc., held or touched by the caster;
caster moves his/her fingers or focus over the weapon         this ball may be thrown in a straight line. The caster
surface that is to be enhanced. The caster must declare       needs the appropriate amount of source material, and
which aspect is to be enhanced before casting.                the spell forms this material into a ball. The ball is
                                                              accurate but moves fairly slowly. It can, therefore, be
NOTE: this spell is not cumulative.
                                                              dodged. The range of the ball is ML yards. If it reaches
This spell is affected by how well the caster succeeds in     this limit without encountering an obstruction (any
casting.                                                      solid object, enchantment or magical residue) the ball
                                                              returns to its original loose form. However, upon
CF    Aspect reduced by SI points                             striking any obstruction, the ball disintegrates, spraying
MF    No effect                                               objects within SI yards with Blunt Impact 1d6 (MS) or
MS    Aspect increased by SI/2 points; round up               2d6 (CS).
CS    Aspect increased by SI points
                                                                                   Bonus Effects
                     Bonus Effects
                                                              ML51+ The ball has 2d6 (MS) or 4d6 (CS) Blunt
ML66+ Range is line of sight.                                 Impact.
ML76+ Spell can be used on a mostly-metallic object.          ML91+ The earth ball may originate from any
                                                              appropriate seed material anywhere within ML yards
ML81+ Caster may specify creature or target (EG: +2E          and good line of sight of the caster. Traverse is
  vs. Gargun) that the bonus is applied to. With this         measured from the seed site.
  option, the sword strikes at normal damage to
  everything else.
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AARON'S ART OF SMITHING (IV)                                REPULSE OF KELDAS (IV)
Var-Hyvrak magazine N°7 (http://www.edepol.de/vh/)          (Author/: Janne Pankola)
(Author: T.Neumann & M.Wäldele/Translation Bengt
Krezdorn)
The spell re-heats a metallic workpiece by imbuing it       A self-enchantment that covers the caster with a
with Jmorvi essence. The heat is so high that it may not    glowing golden coat which repels metallic objects
be achieved by normal means. The metal will turn            entering a zone within Aura/10 inches from caster's
brightly yellow and may be smithed over again. This         skin.
will enhance the overall quality of the workpiece.
These pieces of smithery will not rust either. The          Effectively, the enchantment decreases amount of
impact or the quality of a weapon will be raised.           Impact inflicted by metallic objects, or objects with
                                                            metallic components, which strike at the caster's body
                           MS     CS                        by SI/2 (MS) or SI (CS).
                 WQ        +1     +2
                 Impact    +1     +2                        Because the enchantment repels metallic objects, it also
                                                            places a penalty on the caster's ability to use any
                                                            metallic object (e.g., wield a sword) of SI x 5.
The spell may be cast only once on the same object,
which will be counted among the magical artefacts.
                                                                                Bonus Effects
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SWORD SINGER (IV)                                            HANKOR'S COINAGE (V)
A major/minor artifact power cast on a wholly metallic       This spell allows the caster to recoin pennies from one
weapon. If cast as a major artifact power, Sword Singer      style to another (Rethémi to Kàldôran, etc.) SI ounces
“occupies” three points of Ego/Will. If cast as a minor      may be affected per casting. The caster must have a
power it may not be combined with any other                  coin of the end product (e.g., Kàldôran) type.
enchantment. If cast on a weapon during its creation,
Sword Singer’s Duration is Permanent. Indefinite             CF    The coins to be transformed turn very soft for
otherwise.                                                         an Indefinite period of time.
                                                             MF    Means nothing happens.
Sword Singer manipulates the resonance properties of a       CS    Allows minor modifications to be made to make
wholly metallic edged weapon. In combat each time the              the coins not such obvious copies.
weapon strikes successfully, its edge impact is
increased by 1 (2 if the strike is a CS) due to harmonic     This is a variant of a spell that allows Jmorvi Sheck-
vibrations of the blade. The vibration bonus is also         Pvar to reforge items without a forge being available.
added to equipment damage checks of both weapons in
a block (etc.). The vibrations require a certain rhythm,
and tend to dampen themselves out. Unless the weapon                             Bonus Effects
makes a successful strike or block, the vibration bonus
is reduced by 1 every 10 seconds until it is reduced to      ML71+ The caster may coin actual coins from simple
zero.                                                        metals. That is, if the penny is made from 75% silver,
                                                             20% Tin and 5% zinc, and if the caster has a SI of 10,
The vibrations tend to make the sword unwieldy. An           he could use 7.5 ounces of silver, 2 ounces of tin and
EML penalty is assessed to the wielder of 5 times the        0.5 ounces of zinc to create 10 ounces (160d) of coins.
vibration bonus when using the weapon. If the                The caster still needs an example of the target style
vibration bonus ever exceeds weapon quality, the             coin.
weapon shatters instantly.
                                                             ML101+ The caster can affect 2 x SI ounces of
                                                             coins/metals
                    Bonus Effects
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LEOFFLED'S ENHANCEMENT (V)
(Author: James Watson)
A major artifact power used to enchant mostly metallic         The Wielder to whom the Artifact/Weapon is attuned
weapons. Successful casting imbues the weapon with             must either be the maker or be in contact with the
artificial personality, purpose, morality, and Ego             Artifact/Weapon or present while the Artifact/Weapon
thereby turning it into a major artifact. The Ego is           is being enchanted.
determined by the success of the casting. With MS ego
is 1d4 + (SI/2). With CS the Ego is 10. In addition the        If the spell is cast on a completed weapon it will be
weapon acquires the following effects/powers:                  Indefinite and will Dispel after the wielder to whom the
                                                               Artifact/Weapon is attuned dies or leaves the plane of
1) The wielder will be attuned to the artifact/weapon          existence the Artifact/Weapon is on. If the spell is cast
and will always know, if separated from it, which              while the Artifact/Weapon is being made it will be
direction it is from him and about how far away.               Permanent. If the original wielder dies or leaves the
                                                               plane of existence the Artifact/Weapon is on, it will
2) When the artifact/weapon is separated from the              attune itself to a new wielder who suits its morality /
wielder all creatures viewing it will see it as a mundane      purpose after Ego x years. Anyone finding the Artifact /
object of about the same size if they fail a d100              weapon who does not suit its morality/purpose will not
Sensitivity index check. Creatures failing the check, if       recognize it for what it is and will probably ignore it.
they are moving in the direction of the wielder, will
think the object they see is in the wrong place and if
physically capable of carrying the object will pick it up                           Bonus Effects
and take it with them to the closest point they would
otherwise have approached the wielder. At that point           ML41+ CF no longer destroys the Artifact/weapon but
they will put the object down and continue on their way        the spell fails.
forgetting all about the object.
                                                               ML71+ MS = CS and MF = MS.
3) The artifact/weapon detects creatures opposed to its
purpose/morality and alerts the wielder.                       ML91+ MF & MS = CS, with CS Ego equals 12, and
                                                               CF = MS.
4) Creatures who are opposed to its purpose/morality
are afraid of the artifact/weapon when held by the
wielder and must check morale at will x 2 upon seeing
it or flee from wielder for will x 4 rounds. If they
cannot flee they will surrender to wielder or fight at
EML/2 if they cannot surrender.
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SIRIK'S WARD (V)                                               SONG OF THE SMITH (V)
(Author: Steve Bartlett)
A spell to give a special power to metallic armour, though     When cast upon a wholly metallic object, the caster
the basic spell will affect only wholly metallic armours.      gains insight into the weakest point(s) of the object.
The armour must already possess an Ego (see False Soul).       The caster may add 2d6 to all damage checks s/he
The effect is to cause a weapon striking the armour to         causes the object to make. On CS, the caster adds 4d6
make a weapon damage roll, though with the basic spell         to all damage checks s/he causes the object to make.
this only applies to wholly metallic weapons.
If installed as a major weapon-artifact power, Sirik’s         ML51+ The spell can be cast on mostly metallic
Ward “occupies” three (3) points of Ego/Will. If               objects.
installed as a minor power, it cannot be combined with
any other enchantment.                                         ML71+ The spell can be cast on partially metallic
                                                               objects.
If MS is achieved then the weapon damage roll is 3d6.
With CS the roll is 4d6. If the Ego is ever destroyed in the   ML91+ The spell adds 3d6 at MS, 6d6 at CS.
item then this enchantment will be lost. MF results in no
enchantment, while CF destroys the item.
Bonus Effects
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      Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
ATTRACTION OF TOBIRAS (VI)                                 CRIMSON RIBBON (VI)
When cast upon a wholly metallic object, the object            A major or minor artefact power. If installed as a
temporarily becomes the source of a strange force          minor power, the Crimson Ribbon cannot be combined
which attracts other objects made from the same metal.     with any other enchantment. If installed as a major
The object will attract (or be drawn to) any and all       power it occupies 3 points of Ego/Will. The spell may
other objects made from the same metal with a "virtual"    only be cast upon wholly metallic weapons with
STR of 25. The STR of the force decreases by 10 per 5      edge/point impact. Any bleeding wound caused by
feet between the energized object and the attracted        cutting or impaling weapon with Crimson Ribbon will
obejct/s. With CS, the "virtual" strength is 30.           bleed twice as much. It will also generate a bleeding
                                                           wound on any serious wound. The duration is
                                                           Permanent if installed when the weapon is forged,
                    Bonus Effects                          otherwise it is Indefinite.
ML71+ The caster may reverse the spell and cause the
object to repel other objects made from the same metal,                        Bonus Effect
at the same STR as usual.
                                                           ML71+ The spell may be cast on mostly metallic
ML81+ The spell may be cast upon mostly metallic           weapons.
objects.
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DEREK'S FORGE (VI)                                         SADE’S BLUDGEON (VI)
A twofold enchantment to increase the strength of          A major or minor artifact power. If installed as a minor
metal, and its ability to hold a keen edge, et al. Any     power it cannot be combined with any other
wholly metallic weapon thus enchanted increases its        enchantment. If installed as a major power it occupies 3
WQ by + SI/4 (CS: + SI/2). Also, the Blunt, Edge and       points of Ego/Will. The spell can only be cast on
Point impact of the weapon is increased by + SI/4 (CS:     wholly metallic weapons with a pure blunt impact. The
+ SI/2).                                                   blunt impact increase is SI with (MS) or SI x2 with
                                                           (CS). The duration is permanent if installed when the
This enchantment can be cast as either a major or a        weapon is forged, otherwise it is indefinite.
minor artifact power. As a major power it occupies five
points of Ego, as a minor power it cannot be combined
with any other enchantment. If this enchantment is cast                         Bonus Effect
when the weapon is being forged the duration is
Permanent, if it is laid after the weapon has been         ML71+ The spell may be cast on mostly metallic
constructed the duration is Indefinite.                    weapons.
Bonus Effects
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VULEN'S PASSAGE (VI)                                         VULEN'S REST (VI)
(Author: R.B. Schmunk)                                       (Author: R.B. Schmunk)
A self-enchantment which allows the caster to                An enchantment which turns an object touched by the
transmogrify his physical form to melt through               caster into solid metal, a primal iron of infinite
unenchanted, forged metal. With the basic spell, only        hardness. The object, including any other objects that it
the caster's (naked) body is affected.                       wears or holds which are also designated by the caster,
                                                             may weigh no more than ML x 3 (MS) or ML x 10
Speed of penetration is inversely proportional to the        (CS) pounds. If placed on a living creature, Vulen's
Specific Gravity of the metal and is expressed as a          Rest effectively places it in a form of stasis; its
percentage of Walk rate. For steel, iron, and brass this     metabolism stops and it is immune to any harm for
rate is about 25%; for lead 18%; and for gold 10%.           Duration. An enchanted living object is unaware of the
Being in the middle of a solid metal object (e.g., an iron   passage of time (or anything else) while enchanted.
door) when the spell wears off is fatal. Entities
undergoing Vulen's Passage are often unnerved by the
experience.                                                                       Bonus Effects
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         Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
  BORONDIR'S COLUMN (VII)
  Var-Hyvrak magazine N°4 (http://www.edepol.de/vh/)
  (Author : Sven Schmidt/Translation : Bengt Krezdorn)
  With this spell the caster can create a golem out of a        Damage Factor: END x 5. When the damage caused to
  metallic humanoid created by him and imbue it with            the golem exceeds this figure the golem is destroyed.
  life. To direct it the caster has to give orders verbally.    Except for weapons that are able to cut through metal,
  With the basic spell the golem only understands orders        the golem doesn't have to make Kill-, Shock- or
  that can be executed at once, e. g. 'Attack with the          Amputation rolls. Usually they can only be destroyed
  sword', 'Strike', 'Turn the winch clockwise'. More            by arduous demolition or natural catastrophes like rock
  complicated orders are not understood, e. g. 'Stop them'      fall, volcanic eruption, dropping into an abyss, etc.
  (in which way shall the golem achieve that?) or 'Pull up      Further, some magic may damage them (Lance of
  the drawbridge'. In the latter case the golem might try       Merethos, Zathran's Doom or similar spells).
  to stand on the bridge and pull up the front end.
  The GM shouldn't be too nitpicking about it but play
  the golem as dumb as possible. The more complex                                   Bonus Effects
  instructions in the bonus effects aren't caused by more
  intelligent golems but by a more thorough control of          ML41+ Complex orders are possible (e. g. 'Kill the
  the golem, respectively a better transfer of the casters      intruder!')
  will. The spell only affects metallic humanoid objects,
  hence it is designed only for their animation.                ML61+ conditional orders are possible (e. g. ' Let no
  If this spell is cast on a suitable object already            one pass through that door until I return'). The
  possessing a False Soul, Borondir's Column's Duration         condition has to be bound to a location. The golem
  is Indefinite or Permanent, depending on the Duration         must stay within SI ft. of the specified location and
  of False Soul.                                                must be able to perceive it. Golems have the perception
  Dependent on the mass of the golem separate sets of           of an average human. Tasks like: 'Pursue the next
  attributes apply. Use the set that is closest to the actual   person passing by' or 'Kill all Shek-Pvar who enter the
  mass.                                                         room' are thus impossible to fulfil for the golem. Time
                                                                measurements can only be communicated vaguely by
Size/weight    Str End     Dex     Spd    Agl Unarmed           referring to the position of the sun. The golem has to
                                                                have view of the sun from his viewpoint (he will not go
10"/5 lbs.     05   12     11      08     06    80/0b           to the window to check if it is already noon).
20"/50 lbs.    08   16     11      07     06    80/0b
                                                                ML81+ Touch no longer required. Range is SI yards.
30"/150 lbs.   12   18     10      07     06    75/1b
40"/350 lbs.   16   21     10      06     06    70/3b
50"/700 lbs.   21   24     09      06     06    70/5b
60"/1200 lbs. 27    27     09      05     05    65/7b
70"/1900 lbs. 35    31     08      05     05    60/9b
80"/2800 lbs. 45    35     08      04     05    60/12b
90"/4000 lbs. 58    40     08      04     05    55/15b
  Armor: B 8 E 12 P 9 F 7 S 14 T 11
  (Immune to non-magical weapons)
                                                                Fatigue: (15-SI) x4.5
                                                                Time: (15-SI) x 4 min.
                                                                Range: Touch/ML81+ SI yards
                                                                Duration: MS; SI hours/CS: SIx3 hours
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EVARKIN’S GOLEM (VII)                                        ILVIR’S TOUCH (VII)
(Author/Contributor: Blair Wettlaufer & Evarkin)
This spell creates a vacant, artificial humanoid vessel.     This is a spell designed to animate non-living objects
To create the Golem, the Lockcraft, Metalcraft, and          (magical items must roll vs. their Ego to save). The
Engineering skills are required, but not necessarily by      object must be mostly metallic. The mobility of the
the caster. The three skills are averaged, a roll is made,   object is the caster’s ML. Its speed is ML/5. If blunt,
and the Value Enhancement Number (VE) is noted. If           the object will do the damage of a club, if edged, the
any of the skills are absent, their default value is an      object will do the damage of a long sword.
EML of 10. The Golem’s stats follow. Roll VE for each
                                                             It does a bonus to damage depending upon the success
Stat.
                                                             of the casting.
Height           Caster’s Hgt (see ML41+)                    MF: no bonus.
Frame            massive (CS: choice)                        MS: +1 bonus to all aspects.
Weight           calculated x 3                              CS: +2 bonus to all aspects.
Str              SI x VE (+ or - ⅓ weight bonus)
Endurance         SI x VE                                    The object may attack once per round. Its means of
Dexterity        SI x VE                                     propulsion is dependent upon what it is.
Agility          SI x VE (+ or - frame bonus)
Speed            Agl-4                                       Tables, or other things with legs, will run. Rugs will
                                                             slither across the floor. Solid objects will hop, swords
Eyesight         SI x VE x1/2                                will levitate, and so forth.
Hearing          SI x VE x1/2
Smell/Taste      0                                           The caster can animate SI items up to a total of ML x 3
Tch              SI x VE x1/2                                pounds.
Voice            0
Armour           Average Plate
                                                                                  Bonus Effects
This spell will only create an immobile construct. If an
ethereal of such animates it, it will move about freely,     ML61+ Range is ML feet
but if the caster wishes it to do his will, a Mental
Conflict ensues. Otherwise to command it, the caster         ML81+ Item is animated until dispelled
will have to research an animate golem spell.
                                                             ML86+ SI/2 items may be animated, and attack twice
                                                             per round.
                     Bonus Effects
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      Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
RAZOR BLADE (VII)                                          WALL OF SHELAR (VII)
    A major or minor artifact power. If installed as a     This spell causes a metal wall made of quicksilver to
minor power it cannot be combined with any other           form. It is 1foot thick and has a height and width of SI
enchantment. If installed as a major power it occupies 4   feet. It will solidify from a mist in (SI-15) seconds. The
points of Ego/Will. The spell can only be cast on          walls form from the ground up, and descend into the
wholly metallic weapons with edge impact. The edge         earth SI inches. The wall can withstand ML x 2 IPs of
impact increase is SI/2 with MS or SI with CS. The         damage before it can be breached. When duration
                                                           expires, the wall will turn to mist and evaporate.
increase is also added to all Amputation Rolls inflicted
by the weapon. Razor Blade duration is Permanent if        Any living thing touching the wall will suffer 1d6 burn
installed when the weapon is forged, otherwise it is       impact per round. The burning will be quite painful,
Indefinite.                                                and creatures are quickly discouraged in touching the
                                                           wall.
                     Bonus Effect                          The wall, if dissipated due to damage, loses its form
                                                           and pours outward (inward being the direction from
ML71+ The spell may be cast on mostly metallic             which it was cast), as a silver wave. It will burn all it
        weapons.                                           touches, before dissipating after SI/2 rounds.
Bonus Effect
                                                      19
      Tome of the Ancient and Esoteric Mysteries of the Artifice of Jmorvi
LETHAL BLADE (VIII)
A major or minor artifact power. If installed as a minor
power it cannot be combined with any other
enchantment. If installed as a major power it occupies 4
points of Ego/Will. The spell can only be cast on
wholly metallic weapons with edge/point impact. The
increased edge/point impact is SI/2 with MS, or SI with
CS. The increase is also added to all Kill Roll inflicted
by the weapon. Lethal Blade’s duration is Permanent if
installed when the weapon is forged, otherwise it is
Indefinite.
Bonus Effect
20