Rolemaster
The Art of Magic Item Creation

by Thomas A. Stobie, SFO

This document addresses and builds upon the creation of magic items in the Rolemaster Standard System/Rolemaster Fantasy Roleplaying.


Table of Contents


Introduction

This document discusses the creation of magic items except potions in the Rolemaster System. Potions are addressed in a separate document.

It discusses alchemist enchantment spells, the recharging of single use items, provides a more balanced approach to chargeable items, addresses crafting magical receptability into items, discusses additional spell mastery uses in magic item crafting, provides some recommendations about Creating Magic Items, and illustrates the process with a few examples.


Alchemist Enchantment Spells

Looking at the Alchemist spell lists, you notice a number of spells with a 24 hour duration. These are the enchantment spells. Let us consider how they work. They permit the alchemist to spend a major part of his active day enchanting an item with that ability. I consider this around 10 hours of active work with light activity and sleep for the rest of the day. It is not possible to do more work in the day and shorten the time as the enchantment process itself is draining on the alchemist and the light activity and sleep (meditation) is required.


Recharging of Single Use Items

An item that has stored a single use spells has an affinity to hold that spell, so it is much easier to reenchant to hold that spell again. This affinity fades slowly over time from when the single use was used.

To recharge a single use item that is not broken or consumed in the use, an alchemist needs to cast the same spell (with the same spell mastery modifications, if any) and an Imbedding spell of the same level used in the item's original creation for a number of days.

Time Requirements to Recharge a Single Use Item: (round up to the whole number of days)
[Level of spell + Level of Imbed Spell] x [Recharge Delay Factor]
/[Increased Alchemical Potency from Spell Mastery of Imbed or 1, if none applied] days.

Recharge Delay Factor Table
Elapsed Time since useRecharge
Delay Factor
Elapsed Time since useRecharge
Delay Factor
0 - 1 week0.1 8 months - 1 year0.7
1 - 2 weeks0.2 1 year - 2 years0.8
2 weeks - 1 month0.3 2 years - 4 years1.0
1 month - 2 months0.4 4 years - 10 years1.5
2 month - 4 months0.5 10 years - 30 years2
4 months - 8 months0.6 30 years+4

Chargeable Items

Treasure Companion focuses on Wands, Rods, and Staffs (as defined below) as the types of chargeable items with certain associated properties (I have listed these in the table below).

Treasure Companion Chargeable Item Properties Table
Charge
Spell
Type
Description Max.
Spell
Level
Max.
Charges
Own
Realm
Charge
Spell L.
Other
Realm
Charge
Spell L.
Make
Spell
Level
Wandany one foot long object (usually made of wood)2nd10457
Rodany object between one foot and 2 1/2 feet long (usually made of wood)5th3081010
Staffany object between 2 1/2 and 5 feet long (usually made of wood)10th100122015

As seen in the table the spell levels affected and the number of charges both go up independent of each other. This results in low number of charges for low level spells, and more charges for higher level spells. I believe that a fairer system would determine the number of charges based on the power of the Charge spell and the level of the spell with charges.

I propose a more flexible classification scheme based on the size of the object charged, and specifc Charge spell used. To give greater flexibility, I propose a new set of Charge Spells replacing the standard three on the Imbedding spell lists.

Revised Charge Spells Table
The Charge spells replace the spells, Charge Wand, Charge Rod, and Charge Staff on the "Own Realm Imbedding", "Other Realm Imbedding", & "Divine Imbedding" Alchemist Base Spell Lists.

Likewise the Make Charged Item spells replace the spells, Make Wand, Make Rod, and Make Staff on the "Organic Skills", "Holy Works", & "External Concentration" Alchemist Base Spell Lists.

If two spells exist on a spell list at the same level it is fine.

When used to recharge an existing charged item, Maximum Power and Maximum # of Charges limit how many charges are replenished in the object up to the maximum the object can hold (determined at item creation). The level of the spell being recharged must be equal or less than the Maximum Spell Level of the Charge Spell.
Make
Charged
Item
Spell
Make
Item
Spell
Level
Std.
Min.
Item
Volume
(cu.in.)
Max.
Spell
Level
Max.
#
of
Chrg.
Max.
Power
Charge
Spell
Own
Realm
Charge
Spell
Level
Other
Realm
Charge
Spell
Level
Make Charged Item I7 8 4th12 20 Charge I45
Make Charged Item II9 20 6th20 50 Charge II68
Make Charged Item III10 36 8th30 150 Charge III810
Make Charged Item IV13 60 10th50 250 Charge IV1013
Make Charged Item V16 100 13th75 500 Charge V1318
Make Charged Item VI20 160 16th100 750 Charge VI1624
Make Charged Item VII25 240 20th120 1000 Charge VII2035
Make Charged Item VIII30 320 25th140 1250 Charge VIII2550
Make Charged Item IX35 400 30th160 1500 Charge IX3060
Make Charged Item True65 500 any200 2500 Charge True60100

  • Standard Minimum Item Volume indicates the smallest volume that the spell can normally be enchanted upon unless spell mastery is used to overcome this limit.
  • Maximum Power represents the product of level of the spell with charges (boasted by any additional power points used in spell mastery of the spell) and the number of charges. The number of Power Points used for the Charge Spell (entire duration of casting) also limits the maximum value of Maximum Power.
  • Max # of Charges is also limited by [Max. Power] / [PP per casting of spell].

Below I provide an item size table (with a focus on wands, rods, and staffs) to give the relative sizes of many objects used for the placement of charges. For any spell that requires targeting (except where enchanted that target is self [the user or the object itself] and if affects additional targets they must be in direct contact with the user), the object must be aimable at the target.

Item Size Table
Item
Length
Item
Volume
Description/Notes Highest Charge
Spell w/o SM
Targetable
0.3"0.1 cu. in. Small Gem (1 Carat)N/AN
1"0.8 cu. in. Small Jewelry (ring, pin)N/AY (ring)
N (other)
1"1.0 cu. in. Medium Gem (10 Carat)N/AN
2.5"2.4 cu. in. Medium Jewelry (broach)N/AN
6"4.7 cu. in. Short Wand (1" diam.)N/AY
1'5.3 cu. in. Narrow Wand (0.75" diam.)N/AY
1'9.4 cu. in. Standard Wand (1" diam.)IY
1'14.7 cu. in. Thick Wand (1.25" diam.)IY
8"16.0 cu. in. Man's Leather Glove IY
6"21.2 cu. in. Large Jewelry (amulet)IIN
1.5'22.1 cu. in. Short Rod (1.25" diam.)IIY
4"33.5 cu. in. Orb (4" diam.)IIN
2'42.4 cu. in. Standard Rod (1.5" diam.)IIIY
3'65.0 cu. in. Cane (1.5" diam.) with curved topIVY
2'72.4 cu. in. Rod (1.5" diam.) with Ball (4" diam.) on endIVY
6"113.1 cu. in. Orb (6" diam.)VN
3.5'131.9 cu. in. Short Staff (2" diam.)VY
4.5'169.6 cu. in. Standard Staff (2" diam.)VIY
6'226.2 cu. in. Long Staff (2" diam.)VIY
4.5'227.2 cu. in. Staff (2" diam.) with Ball (5" diam.) on endVIY
5.5'262.4 cu. in. Big Staff (2.25" diam.)VIIY
6'329.9 cu. in. Long Staff (2" diam.) with Ball (6" diam.) on endVIIIY
5'340.0 cu. in. Human CloakVIIIN
6'353.4 cu. in. Wide Long Staff (2.5" diam.)VIIIY
2'452.4 cu. in. Small Shield (2' diam., 1" thick)IXY

  • Highest Charge Spell w/o SM indicates the most powerful charge spell that can be used in creating the item without using Spell Mastery to modify the minimum volume requirement.
  • Targetable indicates whether the spell with charges can be aimed at a target.
  • Ball on Rods/Staffs can be an orb, spikes, hook, or any other design incorporating additional material of about the same volume as the listed ball at the end of the rod/staff.

Recharging Chargeable Items

Spell Law specifies that recharging the item take the appropriate Charge spell cast for a number of weeks equal to its level. Treasure Companion applies a x.5 time cost modifier for charged items. The recharging alchemist need not know how to cast the spell he is recharging.

I propose the following formulae for charging chargeable items:

  1. Alchemist can not cast the spell being recharged:

    Time = [Spell Level of Charge Spell] x4 /
    [Increased Alchemical Potency from Spell Mastery of Charge or 1, if none applied] days.


  2. Alchemist can cast the spell being recharged:

    Time = [Spell Level of Charge Spell + Spell Level of Spell being recharged] /
    [Increased Alchemical Potency from Spell Mastery of Charge or 1, if none applied] days.


Crafting Magical Receptability into an Item

Experienced crafters can construct their items to make it easier to incorporate magic into them, particularly if they have knowledge of the Alchemist magic item creation process used.

Receptability is expressed as a percentage where 100% indicates normal receptability and is applied as a divisor to the Magic Item Creation Time Calculation. This requires a special crafting roll (using the appropriate craft skill(s)) with the following difficulties per targeted receptability & other modifiers with the results as given on the Crafting Magical Receptability Static Manuever Table.

Crafting Magical
Receptability
Difficulty Table

Desired
Receptability
Diffic.
110%
(Routine)
+30
120%
(Easy)
+20
135%
(Light)
+10
150%
(Medium)
+0
175%
(Hard)
-10
200%
(Very Hard)
-20
250%
(Extremely Hard)
-30
300%
(Sheer Folly)
-50
350%
(Absurd)
-70
400%-100
Crafting Magical Receptability Modifier Table
Influence/Factor Modifier
Crafter
(primary) &
Alchemist
Relationship
Crafter is Alchemist+40
Crafter is part of Alchemist Team+20
Experienced with each other's Workings+0
Limited Experience with each other's Workings-10
Crafter has worked with other Alchemists & Alchemist has worked with other Crafters of this Craft.-10
Crafter has worked with other Alchemists OR Alchemist has worked with other Crafters of this Craft.-20
Crafter has never worked with Alchemists AND Alchemist has never worked with Crafters of this Craft.-50
Crafted
Materials
(majority)
Magical & very receptive to spells+50
Non-magical & very receptive to spells+25
Magical & receptive to spells+20
Non-magical & receptive to spells+10
Neutral to spells+0
Non-magical & non-receptive to spells-20
Magical & non-receptive to spells-40
Non-magical & very non-receptive to spells-50
Magical & very non-receptive to spells-100
Crafting
Process
Involves mixing/melting substances into a common compound (alloy)+0
Involves mixing/melting substances into a common compound (alloy) and fixing other components (such as gems) to it-10
Involves some mixing/melting substances into a common compound and some shaping of other attached component(s)-20
Involves just shaping one primary component and applying a glaze to it-30
Involves just shaping one material-60
Timing of
Crafting &
Enchanting
Simultaneous+0
Some Crafting done prior to Enchanting beginning-10
Majority of Crafting done prior to Enchanting-30
All of Crafting done prior to Enchanting-60
Crafting Magical Receptability Static Manuever Table
Result Description
-26 down
Spectacular
Failure:
You have failed miserably in your attempt to make the item more receptable to magic. The item you have crafted can never be magically enchanted without completely remaking it from its components.
-25 - 04
Absolute
Failure:
You have failed terribly in your attempt to make the item more receptable to magic. Double the time requirements for all alchemist spells.
05 - 75
Failure:
Whatever you did to make the item more receptive to magic did not work, but it did not hinder receptivity either.
UM 66
Unusual Event:
Well, you achieved success somewhat - The receptability desired was incorporated, but it becomes necessary to include a number of restricting keying(s) (see section 8.7 in the Treasure companion) in the item restricting its use to no more than a small group of people (less than 1% of the world's population).
76 - 90
Partial
Success:
You achieved about half the improvement you were trying for, maybe next time you will do better.
UM 100
Unusual
Success:
Wonderful! Everything you tried worked better than thought. Receptability ended up at 250% of the desired improvement. You and/or the alchemist(s) with whom you are working are pleasantly surprised at the ease of enchanting the item.
91 - 110
Near
Success:
Well you tried and almost achieved what you desired. You achieve 80% of the receptability improvement that you sought.
111 - 175
Success:
Your crafting worked as planned. You achieved the increase in receptability of the item desired.
176 up
Absolute
Success:
Wow! That went exceptionally well. You not only achieved the receptability you sought, but got 50% more receptability (100% increase if the roll exceeded 250). Well Done!

Additional Spell Mastery Uses in Magic Item Crafting

Spell Mastery on a charge spell can decrease the minimum size (volume) of an object required for the given Make Charged Item spells.

Spell Mastery on an alchemist enchanting spell can increase its potency letting one day equal multiple days. The same potency modifier should be applied to all alchemist spells cast.

Spell Mastery on an alchemist bonus enchanting spell (Armor n, General n, Weapon n) can alter the bonus slightly. Note that most alchemists will charge a lot for the improving the bonus as they had to sacrifice other spell mastery possibilities to achieve it.

Spell Mastery on a spell can be used to reduce the apparent level (down to half of the original level) of the spell, making it easier for other spells to interact with it. In the context of magic item creation, this means needing a lesser Imbed and related spells may be required to imbed certain spells.

Additional Spell Mastery Modifiers
Reduce Minimum Enchanted Volume
This is modifying the enchanting spell (Charge n) to allow it to work on an object smaller than normal required by the spell.

% Reduction & Spell Mastery Modifier

15%-10 50%-40 75%-70 90%-100 99.9%-130
30%-20 60%-50 80%-80 95%-110 99.99%-140
40%-30 70%-60 85%-90 99%-120
Increase Alchemical Potency
This is modifying alchemist spells to increase the potency of them to speed up the construction of magic items. The spells still have a 24 hour duration, but the total time is reduced based on the potency selected. When recharging rechargable items the spell mastery modifier is halved.

Increased Potency Factor & Spell Mastery Modifier

x1.5-20 x3.0-95 x4.5-215 x6.0-380
x2.0-40 x3.5-130 x5.0-265 x6.5-445
x2.5-65 x4.0-170 x5.5-320 x7.0-515
Vary Enchanted Bonus
This is modifying the enchanted bonus of the item from the enchanting spell (Armor n, General n, Weapon n) to produce slightly weaker or stronger effects.

Spell
n=
Std.
Bonus
Alt.
Bo.
Mod. Alt.
Bo.
Mod. Alt.
Bo.
Mod. Alt.
Bo.
Mod.
I+5 +3+40 +4+20 +6-40 +7-100
II+10 +8+38 +9+18 +11-40 +12-100
III+15 +13+35 +14+16 +16-40 +17-100
IV+20 +18+33 +19+14 +21-40 +22-100
V+25 +23+30 +24+12 +26-40 +27-100
VI+30 +28+28 +29+10 +31-40 +32-100
I+2 +1+40
II+4 +3+38
III+6 +5+35
IV+8 +7+33
V+10 +9+30
VI+12 +11+28
Reduce Effective Spell Level
This is modifying the spell to make it respond like an lesser level spell. Maximum reduction is 50% of the original level.

# Levels & Spell Mastery Modifier

-1-10 -4-100 -7-280
-2-30 -5-150 -8-360
-3-60 -6-210 -9-450


Expanded Alchemist Spells

Given knowledge of the spell list, casters should be able to cast intermediate spells between lists to better balance magic item creation cost and time.

I have added three spells, Weekly X, Monthly X, and Yearly X, similiar to Daily X, but provide limited uses over longer time periods. They are enchanted like daily abilities per the Treasure Companion except for Weekly items use .625x time cost, for monthly items use .5x time cost, and for yearly items use .375 time cost.

If two spells (or more) exist on a spell list at the same level it is fine.

Expanded Alchemist Spells Table
Spell Spell
List(s)
Applicable X Range Formula to
Determine
Level
Max Lvl.
Spell
Affected
Notes
Lower X Higher X
Constant X Own Realm
Imbedding
&
Divine
Imbedding
110 Level = X+20X -
1120 Level = 6*X-30X
2149 Level = 4/3*X+63 (round up)X
50unl. Level = X+80X
Other
Realm
Imbedding
110 Level = X+40X
1120 Level = 6*X-10X
2149 Level = 4/3*X+83 (round up)X
50unl. Level = X+100X
Daily X Own Realm
Imbedding
&
Divine
Imbedding
15 Level = 2*X+4X X can be N*M
(which is a
Nth level spell
M times per day)
610 Level = 2*X+5X
1120 Level = 5*X-25X
21unl. Level = X+55X
Other
Realm
Imbedding
15 Level = 2*X+5X
610 Level = 3*XX
1120 Level = 5*X-20X
21unl. Level = X+60X
Imbed X Own
Realm
Imbedding

&

Divine
Imbedding
19 Level = 2*X+1X -
1013 Level = X+10X
1417 Level = X+9X
1821 Level = X+8X
2225 Level = X+7X
2629 Level = X+6X
3033 Level = X+5X
3437 Level = X+4X
3841 Level = X+3X
4245 Level = X+2X
4649 Level = X+1X
50Unl. Level = XX
Other
Realm
Imbedding
15 Level = 3*XX
610 Level = 2*X+5X
1117 Level = X+15X
1825 Level = X+14X
2633 Level = X+13X
3441 Level = X+12X
4249 Level = X+11X
50Unl. Level = X+10X
Monthly X Own Realm
Imbedding
& Divine
Imbedding
14 Level = 1.5*X+2 (round up)X X can be N*M
(which is a
Nth level spell
M times per month,
Max M=4)
520 Level = .75*X+5 (round up)X
21unl. Level = .75*X+5 (round up)Level
Other
Realm
Imbedding
18 Level = 1.5*X+3 (round up)X
940 Level = .75*X+10 (round up)X
41unl. Level = .75*X+10 (round up)Level
Rune
Paper
X
Organic
Skills
14 Level = 2*X+2X -
56 Level = 2*X+1X
79 Level = X+7X
1019 Level = X+6X
2029 Level = .5*X+15 (round up) X
3049 Level = XX
50unl. Level = 50X
Weekly X Own Realm
Imbedding
& Divine
Imbedding
16 Level = 2*X+3X X can be N*M
(which is a
Nth level spell
M times per week,
Max M=4)
7unl. Level = X+10X
Other
Realm
Imbedding
110 Level = 2*X+4X
11unl. Level = X+15X
Yearly X Own Realm
Imbedding
& Divine
Imbedding
17 Level = X+2X X can be N*M
(which is a
Nth level spell
M times per year,
Max M=4)
830 Level = .5*X+5 (round up)X
31unl. Level = .5*X+5 (round up)1.5*Level
Other
Realm
Imbedding
115 Level = X+3X
1660 Level = .5*X+10 (round up)X
61unl. Level = .5*X+10 (round up)1.5*Level

Additional Uses of the General Item Spells

The General n spell on the General Enchantments, Holy Office, Understanding Mastery, & Divine Enchantments Alchemist list can be used to give bonus to various magic items.

In this section I address other uses for the General n spells. These uses I refer to as properties. See the Additional Uses of General Item Spell Table for additional requirements, such as some form of intelligence in the item, restrictions and the associated general spells.

Properties with Descriptions:

Additional Uses of General Item Spells Table

Property
Additional
Requirements
General
Spell
Specific Effects &
Restrictions
Alternative
Spells
A capability involving
Charges,
Daily,
Weekly,
Monthly,
or Yearly use.
I Works with one specified capability in the item for up to 2 1st-5th level spells.
II Works with one specified capability in the item for up to 3 1st-5th level spells, or up to 2 1st-10th level spells.
III Works with one specified capability in the item for up to 4 1st-5th level spells, up to 3 1st-10th level spells, or up to 2 1st-15th level spells.
IV Works with one specified capability in the item for up to 5 1st-5th level spells, up to 4 1st-10th level spells, up to 3 1st-15th level spells, or up to 2 1st-20th level spells.
V Works with one specified capability in the item for up to 6 1st-5th level spells, up to 5 1st-10th level spells, up to 4 1st-15th level spells, up to 3 1st-20th level spells, or up to 2 1st-25th level spells.
VI Works with one specified capability in the item for up to 7 1st-5th level spells, up to 6 1st-10th level spells, up to 5 1st-15th level spells, up to 4 1st-20th level spells, up to 3 1st-25th level spells, or up to 2 1st-30th level spells.
Concentration
Anchor
Item must have
at least Empathy.
II Works with one specified capability in the item.
IV Works with all capabilities in the item.
Dual
Spell
Capability
none I Works with one specified spell capability in the item. Spells limited to a sum of 5 levels.
II Works with one specified spell capability in the item. Spells limited to a sum of 10 levels.
III Works with one specified spell capability in the item. Spells limited to a sum of 15 levels.
IV Works with one specified spell capability in the item. Spells limited to a sum of 20 levels.
V Works with one specified spell capability in the item. Spells limited to a sum of 25 levels.
VI Works with one specified spell capability in the item. Spells limited to a sum of 30 levels.
Multi-Form
Item
none II Two similiar forms.
III Three similiar forms.
IV Four similiar forms.
V Five similiar forms.
VI Six similiar forms.
Resistant
Item
none I Item RR's improved by +10.
II Item RR's improved by +20.
III Item RR's improved by +30.
IV Item RR's improved by +40.
V Item RR's improved by +50.
VI Item RR's improved by +60.
Subtle
Item
none I Detections worsed by 10.
II Detections worsed by 20.
III Detections worsed by 30.
IV Detections worsed by 40.
V Detections worsed by 50.
VI Detections worsed by 60.
Training Item must have
at least Empathy.
I Single Skill - Improvement limited to 5th Rank.
II Single Skill - Improvement limited to 10th Rank.
III Single Skill - Improvement limited to 15th Rank.
III Single Category - Improvement limited to 5th Rank.
IV Single Skill - Improvement limited to 20th Rank.
IV Single Category - Improvement limited to 10th Rank.
V Single Category - Improvement limited to 15th Rank.
VI Single Category - Improvement limited to 20th Rank.
Training
(rapid)
Item must have
at least Low Intelligence.
I Single Skill - Improvement limited to 3rd Rank.
II Single Skill - Improvement limited to 6th Rank.
III Single Skill - Improvement limited to 9th Rank.
IV Single Skill - Improvement limited to 12th Rank.
V Single Skill - Improvement limited to 15th Rank.
VI Single Skill - Improvement limited to 18th Rank.

Creating Magic Item Recommendations

  1. If you wish to encourage magic item creation in a world, I would recommend that all pure and hybrid spellcasters get restricted access to Alchemist lists in their realm when they reach 5th (or 10th) level. This allow them to slowly learn how to craft items and if they are truly interested, they will get the necessary training to improve a few Alchemist lists to closed lists. Semi-spellcasters get the lists at 10th (or 15th) level.


  2. For spell masteries on Alchemist enchanting spells, roll the spell mastery once and apply for all castings. I would require that the Alchemist has a fairly good chance of succeeding (75%+) before even attempting it.


  3. Arcane spells which charge items, store power, and create magic items, should be treated in a similar fashion to Alchemist spells.

Samples of the Magic Item Creation Process

  1. A 15th level Alchemist wishes to restore the Haste I single use to the Hammer of Orc-Slaying (constructed as an example in Treasure Companion section 9.1.1.). The single use was used around 5 years ago (so a Recharge Delay Factor of 1.5). He is applying spell mastery to his Imbed VI spell to achieve a x3.0 Alchemical Potency. The time requirement to rechange the use is calculated from the formula as [6 (Level of Haste I spell) + 13 (Level of Imbed VI spell)] x 1.5 (Recharge Delay Factor) / 3.0 [Increased Alchemical Potency] days = 9.5, rounded up to 10 days.

    Note that the Alchemist only needs to know how the single use was enchanted into the item (Item Analysis spells come in handy for this) and only the two spells directly involved and not all the spells used in the original creation.


  2. A 20th level Magician (with Alchemist spells to 15th level) wants to create a Lightning Bolt I (10th Light Law spell) Wand with at least 10 charges in it.

    As he only knows the Own Realm Imbedding spell list to 15 level, he is limited to an Imbed VII spell. This means that in order to enchant the wand he will have to spellmaster his lightning bolt to behave like a 7th level spell (-3 levels, modifier of -60) and given that he can handle a somewhat harder spell mastery manuever doubles its range to 200' (-20, so total modifier of -80 on the Lightning Bolt spell). For a 7th level spell (due to spell mastery), it requires at least a Make Charged Item III spell and a Charge III spell which requires an item of at least 36 cu. in. He decides to enchant it into a thick wooden wand (1" long, 14.7 cu. in , which requires a Work Wood spell), which will require a spell mastery manuever with 60% Reduced Minimum Enchanted Volume (-50 modifier). He decides he can handle a bit more modification so modifies he modifies all the enchantment spells by x1.5 Increased Alchemical Potency (-20). As the Make Charged Item III spell has a level-charge product of 150, it will have 15 charges (150/10 as 10 PPs are required to throw each Lightning Bolt).

    This wand he had crafted by a woodcarver prior to his enchanting the item. The crafter achieved at making it 150% Receptive to Magical Enchanting.

    Spells: Work Wood [3], Make Charged Item III [10], Lightning Bolt I [10], Imbed VII [15], & Charge III [8]

    Casting Time: [3 + 10 + 10 + 15 + 8] * .5 (charged item) / 1.5 (Increased Alchemical Potency) / 1.5 (Receptability) = 10.2 weeks

    Base Cost: (per Treasure Companion) 46 [Spell Levels] x 23 [Time w/o reductions for Potency or Receptability] = 1058 gp

    Item Level: 15

    Properties: Wand of Lightning Bolt I with 200' range, 15 charges (chargeable with a Charge III), and +25 to Directed Spell skill with it.


  3. Later on, this same magician has used all the charges of this wand and wishes to recharge it. He is going to use his Charge III spell spell mastered for increased magical potency of 5.5 (-160 to his spell mastery) with 200% extra power points to reduce the penalty by 80.

    Spells: Charge III [8], Lightning Bolt I [10]

    Casting Time: 18 [Spell Level of Charge III + Spell Level of Lightning Bolt I] / 5.5 (Increased Alchemical Potency) = 3.3 days

    Total Power Points Spent: Maximum (18 * 4 [days, rounded up] or 150 [Power of Charge III]) + 16 (extra power points for Charge III spell mastery) * 4 (# of castings) = 214 PP.

Go to my gaming page.


This builds upon the creation of magical items as defined in the Rolemaster Standard System [RMSS] and Rolemaster Fantasy Role Playing [RMFRP]. Copyright 1995-2000 Iron Crown Enterprises, Inc., Charlottesville, Virginia USA. Rolemaster is a trademark properties of Iron Crown Enterprises, Inc. (ICE). All rights reserved.



2003-2004 Thomas A. Stobie, SFO - Permission to use and copy for personal use is granted.

The majority of the contents were published in the July 2004 issue of the online magazine, the Guild Companion.

Last revised 2 Jul 2004.