Quick and Dirty Enchantment

Basic Set: Campaigns · p.481

Open source p.481

Use this method to create a magic
item quickly. It requires one hour per
100 points of energy required (round
up). Make the success roll at the end
of that time. Succeed or fail, all the
energy is spent when the GM rolls the
dice.
A lone caster is limited to the ener-
gy provided by his FP and HP, but he
may have assistants, who can con-
tribute their own FP and HP as
described for ceremonial magic. The
caster is at -1 to skill for each assistant;
therefore, the number of assistants
allowed is the number that would
reduce the caster’s effective skill to 15.
With more assistants, the enchant-
ment won’t work.
If anyone but the caster and his
assistants is within 10 yards, the spell
is at a further -1.
On a failure, the enchantment is
perverted in some way. It might
acquire unpleasant side effects (see
Random Side Effects Table, p. 479),
become an entirely different spell, or
anything else the GM likes. The caster
won’t know his spell went wrong
unless he uses Analyze Magic or tries
the item!