Chapter 14

Artifacts & Enchantments

Enchanted blades, fading wards, and brewed miracles — magic made material

A revolver is a machine. It fires the same way every time. An enchanted blade is a conversation — between steel and Aether, between the wielder and something old and strange. Sometimes the blade listens. Sometimes it has its own ideas.

The Believer

An artifact is not a tool with a spell bolted on. It is an object that has been changed — the Aether woven into its grain, its edge, its weight. A truly enchanted blade is no more “a sword with magic” than a living tree is “wood with sap.” The magic is the thing. The steel just gives it shape.

The Fundamental Divide

Not all magical objects are created equal. The difference between an enchanted artifact and a ward or potion is not one of degree — it is one of kind.

ArtifactsWards & Potions
Nature Aether bonded into the object — it becomes magical Aether stored in a vessel — energy that slowly leaks out
Duration Permanent Decays over time
Rarity Exceptionally rare Uncommon but achievable

An enchanted sword is not a sword with a spell stored inside it. The Aether has been bonded into the blade’s nature — the steel is magical. A ward or potion is merely bathed in Aether — energy poured into a vessel that slowly leaks away. One is a transformation. The other is a battery.

Design Note

If the artifact rules feel familiar, they should. Enchanted items use the same reliability-and-disruption framework as firearms and Galvanic weapons, with the Aetheric balance working in the opposite direction. Where technology fears magic, artifacts fear the Engine. If you know one system, you know both.

Enchanted Artifacts

An enchanted artifact is a mundane object that has been permanently imbued with a magical property through the Enchant spell (Ley Weaving, Ritual). The object retains its normal function and gains a mystical tag — a magical property that triggers on use. A sword, a shield, a lock, a healer’s scalpel, a singer’s lute — any handcrafted object can become an artifact.

Handcrafted, Not Manufactured

The Aether bonds with objects that have deep roots in human understanding — things that people have made by hand, used, trusted, and believed in for centuries. A sword is ancient. A hammer is ancient. A ring, a cloak clasp, a mortar and pestle — these are objects humanity has shaped and understood for millennia. Collective belief has soaked into their very concept, and the Aether responds to that accumulated resonance.

Manufactured objects — factory-produced, mechanically complex, assembled from interchangeable parts — lack those roots. People use a revolver without truly understanding propellant chemistry or barrel metallurgy. They trust the mechanism without grasping the nature. The Aether finds nothing to grip. This is the same principle that makes complex technology more vulnerable to Aetheric disruption — the newer and more manufactured a thing is, the less the world’s primal forces recognize it.

A sword forged last week by a skilled smith can be enchanted — the act of hand-forging connects it to the same deep tradition of shaped steel that humans have known for thousands of years. A factory-stamped blade from an industrial press cannot — it was produced, not made.

One enchantment per item. The Aether bonds once. An object carries one mystical tag. This keeps artifacts distinct — “the Thundering blade” is a named thing, not a stack of bonuses. “The Whispering Lock” is a specific artifact, not a lock with three spells bolted on.

The Handler

An enchanted blade is the magical answer to a good revolver. Reliable in a Wild Zone where your guns jam. Dangerous in a Galvanic factory where the tech drowns the magic. A smart operative carries both — and knows when to reach for which.

Using an Enchanted Item

Every time an enchanted item’s magical property matters — a weapon striking, a lock resisting a pick, a healer’s scalpel meeting a wound — the enchantment has to wake up. Sometimes it does. Sometimes it doesn’t.

For enchanted weapons in combat, this works like firing a gun: first roll your attack (Melee or Ranged as normal), then check Magical Reliability (roll d100 against the item’s rating — under means the mystical tag triggers, over means the weapon hits but the magic stays quiet). The weapon always works as a weapon. The enchantment is the part that can fail.

For non-weapon artifacts, the GM calls for a Magical Reliability check whenever the enchantment is tested — when someone tries to pick the enchanted lock, when the scout’s warded cloak is all that stands between her and a search party, when the healer reaches for an artifact scalpel with a dying patient on the table. The stakes make the roll matter.

At the Table

Kael swings an enchanted longsword with the Thundering tag (Standard tier, Magical Reliability 85). He rolls his Melee check — hits. Then rolls d100 for Magical Reliability: 62. Under 85. The enchantment fires — +1d6 bonus damage and the target is knocked back a step. If he’d rolled 91, the sword would have hit normally, but the thunder stays silent. Same blade, same swing. The magic just didn’t wake up.

Magical Reliability

Every enchanted artifact has a Magical Reliability rating — how resistant the enchantment is to Galvanic disruption. Higher is better. A Spectacular enchantment at 95 almost always fires in neutral territory. A Weak enchantment at 80 fizzles one time in five even on a good day — and in a Galvanic zone, it barely works at all.

The base rating is set when the Enchant spell is cast. The better the casting result, the more stable the bond:

Enchantment TierBase Magical Reliability
Weak80
Standard85
Strong90
Spectacular95
Pre-Tear98

Effective Magical Reliability = Base + (net Aetheric balance × 2)

The local Aetheric balance shifts these numbers. In a Wild Zone, where the Aether runs thick, enchantments strengthen — the magic has more to draw on. In a Galvanic zone, where the Engine dominates, enchantments weaken as the industrial resonance smothers the Aether bond.

Net BalanceEff. Weak (80)Disruption%Eff. Spectacular (95)Disruption%
+15 (Wild Zone)1100%1250%
+10 (heavy magic)1000%1150%
+5 (moderate magic)9010%1050%
0 (neutral)8020%955%
−5 (moderate Galvanic)7030%8515%
−10 (heavy Galvanic)6040%7525%
−15 (Galvanic Zone)5050%6535%
−20 (Deep Galvanic)4060%5545%

At the extremes, the math resolves itself. An artifact at effective 100 or higher cannot be disrupted — the Aether is so dense that the Engine can’t touch it. An artifact at effective 0 or below simply does not function — the Galvanic field has drowned the magic entirely. Between those poles, every swing is a question: will the enchantment wake up this time?

Disruption Severity

When an enchantment fails to activate, it doesn’t always fail quietly. Most of the time the magic just doesn’t fire — the blade hits, the thunder stays silent, no harm done. But sometimes the disrupted energy goes somewhere it shouldn’t. Roll d10 when a Magical Reliability check fails.

d10SeverityEffect
1–5FizzleEnchantment doesn’t trigger this use. The item functions normally as a mundane object.
6–8BackfireThe mystical tag misfires — the effect hits you, an ally, or the environment. GM determines the most dramatically appropriate victim.
9BurnoutEnchantment goes dormant. Magical Reliability drops by 10 until the item is re-attuned (10 minutes of rest, no cost).
10ShatterThe enchantment is permanently destroyed. The Aether bond breaks. The item reverts to mundane. Re-enchanting requires casting Enchant from scratch.

In Galvanic Zones (net −10 or worse): add +2 to the severity roll. Backfire, Burnout, and Shatter become significantly more likely. Using an artifact in heavy Galvanic territory risks losing the enchantment forever. Put it away.

The Handler

You can replace a broken revolver. You cannot replace a shattered enchantment. Know where you are. If the Galvanic readings are spiking, sheathe the magic blade and pull steel. Losing an enchantment to carelessness is a mistake you make once. If you're lucky enough to make it at all.

Mystical Weapon Tags

Every enchanted item carries a mystical tag that describes what the enchantment actually does. A Thundering blade hits with concussive force. A Keen edge finds gaps in armor that shouldn’t exist. A Silent weapon kills without a whisper. Each tag has four tiers of power, locked permanently when the Enchant spell is cast — the better the casting result, the more potent and reliable the enchantment.

Creating a specific enchantment requires the enchanter to know the source spell behind the tag in addition to Enchant itself. You can’t weave thunder into a blade without understanding Force. This means an enchanter needs at minimum two magic schools — Ley Weaving for Enchant, plus access to the source spell for the desired tag.

TagSource SpellWeakStandardStrongSpectacular
ThunderingForce (Aetheric) +1d4 dmg, push 1 step+1d6 dmg, push 1 step +1d8 dmg, push 2 steps+1d10 dmg, push 2 steps, stun
Elemental [type]Elemental Manip. (Aetheric) +1d4 [type] dmg+1d6 [type] dmg +1d8 [type] dmg+1d10 [type] dmg
KeenAlter Property (Transmutation) +1 armor piercing+2 armor piercing +3 armor piercing+3 AP, crit range +5%
HomingForesight (Divination) +5% to hit+10% to hit +10%, ignore cover+15%, ignore cover
VenomousWither (Vivimancy) 1d4 dmg next round1d6 dmg next round 1d6 for 2 rounds1d8 for 2 rounds
ShieldingShield (Warding) +5% parry+10% parry +10% parry, +1 soak+15% parry, +2 soak
SilentDampen (Ley Weaving) Strikes silentStrikes silent Silent, no glowSilent, no glow, pain delayed 1 rd

GMs and players can propose additional mystical tags based on known spells. If a spell concept can plausibly be bonded into an object, it’s a candidate. The table above covers the most common combat enchantments; use it as a template for other items.

Aetheric Accumulation

Every time an enchantment fires — every time the Thundering blade booms or the Keen edge finds its impossible sharpness — it pushes +1 Aetheric accumulation into the local environment. Fizzles generate nothing; the magic has to actually activate to leave a mark. But a party swinging enchanted weapons through a prolonged fight is steadily tipping the Aetheric balance toward magic, whether they realize it or not. That’s good for the enchantments. It’s bad for anyone counting on a firearm.

Attunement

An owner can attune to an enchanted artifact, forging a personal bond between themselves and the Aether woven into the object. The process takes about an hour of quiet focus — and costs 1 XP, which makes it a real sacrifice. That experience could have gone toward improving a skill or learning a new spell. Instead, it goes into the bond.

The payoff is significant. An attuned artifact gains +10% Magical Reliability for its bonded owner — which can mean the difference between an enchantment that fizzles at the wrong moment and one you can count on when it matters.

More importantly, an attuned artifact protects itself. If someone else picks it up and tries to use it, the enchantment turns on them — the source spell’s misfire effect triggers against the unauthorized user every time they attempt to activate the tag. A thief who grabs a Thundering sword gets a face full of concussive Force. Someone who picks up an Elemental [fire] blade burns their own hands. The enchantment is unharmed. The thief is not. The artifact doesn’t break — it bites.

A new owner can replace an existing bond by paying 1 XP and performing the attunement ritual themselves. The previous bond dissolves.

At the Table

A thief steals Kael’s attuned Thundering longsword and swings it at an ally. He hits — but the enchantment recognizes a stranger’s grip. Instead of thunder hitting the target, the Force misfire triggers: 1d6 concussive damage rebounds into the thief, knocking him back. He swings again. Same result. The blade is fine. The enchantment is fine. The thief has two broken ribs and a growing suspicion that this sword hates him. He’s right.

The Enchant Spell

Enchant is a Ley Weaving ritual — hours or days of sustained focus, channeling the Aether into an object until it becomes part of the thing’s nature. It demands a rare combination of talents: the caster must know Enchant (Ley Weaving), must have access to the source spell for the desired tag (scholarly casters need the specific spell in their book; wild casters have access through their school), and must have Craft at 2+ to prepare the vessel properly. The object itself must be handcrafted — forged, carved, woven, or shaped by human hands. Manufactured objects cannot hold the bond.

The process has three stages. First, prepare the vessel — a Craft check to ensure the object can accept the enchantment. If the vessel isn’t right, the materials are wasted. Second, cast Enchant — roll against your casting target. Your margin of success determines the tier, which permanently locks the tag’s power level and the item’s Magical Reliability. Third, check for backlash. Backlash during enchanting is especially dangerous — if it triggers, roll d100: on 50 or under, the object is destroyed, the magic destabilizes, and the caster is left with wreckage and bruises.

TierExhaustionRitual TimeResult
Weak6 EP2 hoursTag at Weak, Magical Reliability 80
Standard10 EP4 hoursTag at Standard, Magical Reliability 85
Strong16 EP1 dayTag at Strong, Magical Reliability 90
Spectacular24 EP2–3 daysTag at Spectacular, Magical Reliability 95
Misfire6 EPObject destroyed. Caster takes 1d6 damage.

Scholarly casters can choose a lower tier than achieved. Wild casters get what they get.

The Believer

I watched a Weaver spend three days forging an enchantment. By the end she could barely stand — hands shaking, burns on both palms, and a look in her eyes like she’d been staring into the sun. She slept for two days afterward. The blade she made will outlast her grandchildren. That is the cost of making something permanent.

Wards & Charms

A ward is Aether stored in a location, object, or threshold. Unlike artifacts, wards are not permanent — the magic leaks out over time, like heat from a cooling stone. Eventually, it runs out. This makes wards more common than artifacts but less valuable. They are the everyday magic of the world — camp perimeters, safehouse protections, concealed vaults.

Wearable charms — enchanted amulets, rings, inscribed tokens — are simply wards you carry on your body. Same rules, same decay, portable form factor. A charm that boosts your aim is just an alarm ward’s cousin, worn around your neck instead of inscribed on a doorframe.

Ward Types

TypeWhat It Does
AlarmAlerts the caster when a threshold is crossed or a condition is met. The alert can be a silent mental ping, an audible chime, or a visible flash — obvious but unmissable.
BarrierBlocks physical or magical passage through a threshold. Can be keyed to allow specific people through while stopping everyone else. Strength ranges from “slows you down” to “impassable wall of force.”
ConcealmentHides an area from magical detection. Divination spells like Detect and Reveal return nothing — the warded area appears magically blank. Doesn’t make anything physically invisible, just magically opaque.
ProtectionProvides damage reduction or resistance to everyone inside the warded area. A well-warded safe room might grant +2 soak against magical damage or impose −10% on attackers’ rolls within its boundary.
TrapStores an offensive spell that triggers when a condition is met — someone crosses a threshold, touches a warded object, speaks a word. The trapped spell fires once, then the ward is spent.
CharmA portable ward worn on the body — amulets, rings, bracers, inscribed tokens. Provides a passive effect while worn: a skill boost, damage resistance, sharpened senses, minor utility. Requires 10 minutes of contact to attune.

Ward Duration — Decay

Every ward is on a clock. How long the magic holds depends on how much power was poured into it — a quick field ward scratched into a doorframe might last a few days, while a masterwork ward laid by a skilled Warder over the course of a week can stand for years.

Effort LevelCreation TierCreation TimeDurationTypical Use
FieldWeak10–30 min1d6 daysCamp perimeter, quick alarm, temporary charm
PreparedStandard2–6 hours1d6 weeksSafehouse, supply cache, working charm
RitualStrong1–3 days1d6 monthsHQ protection, long-term concealment, quality charm
MasterworkSpectacular1+ week1d6 yearsStronghold ward, institutional protection, prized charm

The creator rolls the d6 openly at creation time and knows the result. A field ward that rolls a 2 lasts two days — use it or lose it. A masterwork ward that rolls a 5 stands for five years — a point of pride.

Breaking Wards

The clean way to break a ward is to Unbind it — cast the Unbind spell at the ward’s effective tier or higher, and the ward unravels silently. A Weak ward falls to any successful Unbind. A Spectacular ward demands a Spectacular Unbind, which means a very skilled caster with a very good roll. Matching power with power.

The other option is Galvanic weakening. Every 5 points of net Galvanic shift drops a ward’s effective tier by one. Drag enough generators and capacitors into the area, shift the balance hard enough, and even a Spectacular ward becomes breakable — or collapses on its own.

Net BalanceSpectacularStrongStandardWeak
0 (neutral)SpectacularStrongStandardWeak
−5 (moderate)StrongStandardWeakFails
−10 (heavy)StandardWeakFailsFails
−15 (Galvanic Zone)WeakFailsFailsFails
−20 (Deep Galvanic)FailsFailsFailsFails

This approach is anything but subtle. The Galvanic gear is loud, heavy, and obvious. Anyone with magical sensitivity can feel the balance shifting — it’s like watching someone drain a lake. But it works, and sometimes brute-force logistics is easier than finding a caster powerful enough to Unbind a masterwork ward.

Wards that fail from Galvanic drowning stop functioning, but they aren’t destroyed. When the Galvanic shift subsides, the ward resumes — if it still has decay time remaining. Turn off the generators and the door locks itself again.

Finding wards before you walk into them is its own challenge. The Detect spell (Divination) reveals a ward’s presence and general nature. Reveal shows exact boundaries and trigger conditions. For those without magic, a Voltaic Lantern makes ward residue glow faintly under its beam — not as precise as Divination, but it doesn’t require a caster.

Wards cannot be physically destroyed. A warded door doesn’t break when you hit it with an axe — the ward is the protection. The magic reinforces the object it’s placed on. A Spectacular Barrier ward on a wooden gate means that gate stands until someone deals with the ward, regardless of how many times you swing. You need magical means to get past it.

Unbind permanently destroys the ward — the magic unravels and is gone. Galvanic weakening just puts the ward to sleep. The Aether goes dormant, the effect stops, and you can walk through the door or past the alarm. But when the Galvanic shift subsides — when someone turns off the generators or you move them away — the ward wakes back up. The magic was suppressed, not destroyed. Plan accordingly.

The Scholar

Never brute-force a trap ward. That is the advice of someone who once watched a colleague kick down a warded door and catch whatever was stored inside it square in the chest. The ward broke. So did three of his ribs. Unbind it first. Always.

Potions

Potions are the most common magical objects in the world — and the most perishable. A single-use consumable that delivers a magical effect when drunk, applied, or thrown. Any caster with basic alchemical knowledge and a few hours can brew one. The catch is that they don’t last. A potion is Aether in a bottle, and the bottle leaks.

Healing Potions

PotencyTierEffectShelf Life
MinorWeakHeal 1d6 HP, stop bleeding1d6 days
ModerateStandardHeal 2d8 HP, knit minor fractures1d6 weeks
MajorStrongHeal 3d10 HP, mend broken bones1d6 months
CriticalSpectacularHeal 4d12 HP, purge disease, stabilize dying1d6 years

Fortifying Potions

PotencyTierEffectEffect DurationShelf Life
MinorWeak+5% to one skill1 hour1d6 days
ModerateStandard+10% to one skill OR +1 attribute for skill checks4 hours1d6 weeks
MajorStrong+15% to one skill OR +1 attribute (all uses)8 hours1d6 months

Curative Potions

TypeTierEffect
AntidoteWeakNeutralize one specific poison (brewed for that poison)
PanaceaStandardCure one disease or infection
Cleansing DraftStrongRemove one magical contamination or curse

Utility Potions

TypeTierEffectEffect Duration
Night EyeWeakSee in darkness as if dimly lit4 hours
Iron SkinStandard+2 armor soak (skin hardens)1 hour
FeatherfallWeakNegate fall damage10 minutes
SilenceStandardSuppress sound within arm's reach30 minutes
Aqua LungStandardBreathe underwater2 hours

These tables are starting points, not a complete catalog. Any spell effect that can plausibly be bottled is a candidate for a potion — if a player proposes something reasonable and a caster has the right skills, let them brew it.

Expired Potions

Past its shelf life, a potion doesn’t go inert — it goes unpredictable. The Aether hasn’t vanished; it’s just lost its structure. Drinking an expired potion is a gamble. Roll d100.

d100Result
01–50Reduced effect (half potency)
51–80No effect
81–95Wrong effect (GM picks something thematically related but unhelpful)
96–100Harmful (treat as a spell misfire)
The Handler

A quick potion brewed in an afternoon might last two days. Use it or lose it. The good stuff — the kind a master brewer spends a week on — that radiates power and stays potent for years. The best potions are worth protecting. The cheap ones are worth using immediately. And the expired ones? They’re worth a gamble, if you’re desperate enough.

Economy

Potions aren’t mass-produced, but they are traded. A healer in a magical neighborhood might sell remedies alongside mundane medicines. Adventuring Societies trade them as favors or currency. A skilled brewer with a reputation can charge handsomely for commissioned work. Abandoned laboratories sometimes yield a few surviving bottles — if the shelf life hasn’t run out. There’s no alchemy industry, no chain of potion shops — but where there are casters, there is commerce.

Pre-Tear Artifacts

Most artifacts in the world are recently made — experimental, first-generation work. But there are exceptions.

Rare objects exist that predate the Tear. A sword that hums with energy, sealed in a vault unopened for two centuries. An amulet from a shipwreck older than anyone's grandparents. A ward-stone in ruins that predate the Veil's thinning by decades — or centuries.

Nobody can explain them. Magic is supposed to be new. These objects shouldn't exist. Was magic here before the Tear, hidden? Did someone know it was coming? Are these objects even human-made?

What makes them mechanically distinctive is their stability. Pre-Tear artifacts have Magical Reliability 98 — nearly immune to disruption even in heavy Galvanic territory. Whoever made them knew something that modern enchanters don’t. They may carry effects that don’t map to any known spell, or multiple enchantments on a single object — something that should be impossible. Finding one changes a campaign. Understanding one might change the world.

The Believer

I held one, once. An amulet pulled from a collapsed mine in the Thornreach. It was warm. Not enchanted-warm — alive-warm. Like holding something that was dreaming. The scholars said it was two hundred years old. Older than the Tear by a century. I asked them how that was possible. They stopped answering my questions after that.