LABORATORY


The abstraction of “seasons” means that characters produce laboratory products in seemingly quick time. Such results are considered the culmination of ongoing work done in downtime, completed when the character spends her seasons.

CREATING A LABORATORY

It does not require seasons to create or personalize a laboratory.

INVENTING SPELLS

Characters cannot invent spells with a level higher than 20.

PREPARATION FOR ENCHANTMENT

Aphelion wizards can prepare items for enchantment quickly and in any environment. Preparation takes only a few minutes per pawn invested; it does not require a laboratory or the use a season. Because preparation is not a laboratory activity, the amount of vis spent is not limited by the magus’ Magic Theory rating.

INSTILLING EFFECTS

A magical item crafted by a Farrani wizard cannot have total effect level higher than 20. Up to 10 levels resulting from the Effect Modifications described on page 99 and the Effect Frequency Table on page 98 do not count toward this limit.

When designing an effect, the conditions under which the object activates in combat will require a significant action, even if the trigger is incidental outside of combat. In combat, a character is usually limited to one significant action on each of her turns. Some exceptions apply.

An enchanted item inscribed with Karahzed runes can better benefit from shape and material bonuses. Lab totals to enchant such items can benefit from total shape and material bonuses up to three times the wizard’s Magic Theory rating. Karahzed runes are not subtle or easy to conceal; affected items glow with power and sometimes produce a low humming.

The “Concentration” Effect Modification automatically passes Concentration checks with an Ease Factor of 9 or lower, but fails checks with higher Ease Factors. Concentration checks are called for when the user or bearer of the item is affected according to the Concentration Table on page 82.

The “Effect Expiry” Effect Modification is not used in this chronicle.

The new range “Bullet” can be used when enchanting firearms. Bullet range effects only apply when the weapon shoots a bullet and that bullet hits the target. A single magic effect of the weapon applies to the projectile, meaning the effect must penetrate magic resistance. If the effect adds guidance or momentum to the bullet, magic resistance will stop the projectile as well as the magic effect according to the rules for magic resistance. Bullet range effects have limited targets; only targets that conform to what the bullet can hit can be linked with this new effect range. Individual or Part is fine, as is Structure, but Group can only be hit by advanced weapons with Spread or Explosive, and Circle, Room, and Boundary can’t be affected. The Bullet range is equivalent to Touch for purposes of effect design.

TALISMANS

The season used to attune a talisman also opens a single a magical attunement bonus, just as if you had spent an additional season preparing it for further enchantment or or instilling an effect.

FAMILIARS

A Farrani wizard gains a +10 bonus on lab totals when bonding or empowering a wolf familiar. A Farrani wizard can also use any Technique + Form combination in her lab total when bonding a wolf as a familiar.

SHAPE AND MATERIAL BONUSES

A PDF document containing an expanded list of shape and material bonuses is available from the Storyguide upon request.

Firearms: + 3 project bolt or other missile, + 4 destroy things at a distance, + 4 harm human and animal bodies

Lens: + 3 to sight, + 3 to divination, + 5 to determine truth

Silver: + 3 Vim

LABORATORY

Moonless Nights Randy Randy