HGd10PHB - Spell - Imprint

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Imprint is a powerful Transform spell used to permanently enchant items with magical properties. There are a number of steps needed to properly imprint an item.

  1. The item forged must be of a quality greater than 30 to hold any spells - see crafting check.
  2. The spell or spells imprinted can total no more than the crafting check used to make the item in Effective Spell Cost (ESC).
  3. All component costs must be met and are consumed during the process, even if the imprint fails.
  4. The spell to be imprinted is cast on the item giving it a base bonus to the effect - see below.
  5. The imprint spell {Spectrum + Transform} is then layered over the spell to seal it to the item.
  6. 1 BP per 20 ESC is expended as part of the cost of making the item. (E.g. a spell with an ESC of 23 would cost 2 BP to imprint)
  7. The process takes 1 hour per ESC to imprint.

Once a spell is imprinted on an item, that item has the capacity to perform certain effects. Oft times, the item requires MYR to activate and will draw such from the wielder, even if they do not use magic themselves. If no MYR is available, then the effect will not work. Other items have a charge limit which may be a finite number of charges, charges per day, charges per week, and so on. These charges are part of the ESC of the base spell and figured into the crafting process. Charges can be used by those who know how to activate them without needing MYR.

When imprinted, the spell is not set at the power of the spell cast but is based on the wielder's connection to that Spectrum (Purpose is not used to activate a stored spell). However, at imprint time, a bonus is applied based on the caster's original roll. For every 10 rolled to cast the primary spell, a +1 is added to the item for that effect. If the wielder has not learned that Spectrum, then they will use the Primary Characteristic for that Spectrum instead and cannot gain XP in that Spectrum.

For example, Amirith enchants a sword with Fire - Enchant to give it a flaming property. He rolls a fifty-three. The sword does +5 (or 1d10) fire property when activated.

For example, Doogan enchants a staff with Air - Attack to give it the ability to attack with a compressed ball of air ten times per day. He rolls a forty-eight giving the staff a +4 air property. He then later uses the staff to attack with a compressed ball of air using his connection to Air. Normally his Air is a 31, granting him a maximum of 6d10+1. However, with the +4 air property, he is using a +35 to attack and thus gets 7d10. This costs no MYR since it is based on charges.


Imprinted items are not immediately bound to the caster that Imprinted them. It takes an effort of will and a skill check to bind the item. It also requires at least a Breather to complete the binding. The Imprinting caster may sell Imprinted items, but GMs and Players need to be aware that the BP that went into the Imprint process goes with the item.

The skill check necessary to bind an Imprinted item to an owner is a Use Magic Device or Spectrum check. The DS for the check is the Total ESC of the item. If using a Spectrum to make the binding check the Spectrum must be one of those Imprinted on the item. The Spectrum need not be the most powerful effect on the item, but the Spectrum check must still exceed the Total ESC of the item.

For example, Thean wants to bind a new spear Phiena crafted and Amirith Imprinted for him. The spear has two effects, Body+Aid(ESC 17) and Fire+Attack(ESC 21). Thean does not have the Use Magic Device skill, but he does have access to the Body Spectrum. He rolls a Body skill check of 42 which is greater than the Total ESC (38) of the spear. The spear is now bound to him.


Worldshards are magical crystals that represent physical manifestations of the Spectrum (aeroshards = Air; bioshards = Body; chemoshards = Chemical; etc.). These shards are beneficial in two ways. First, they can add to the ESC rating of the item above what is rolled just by being crafted into the item. Second, during the Unbinding process, these crystals may be able to retain one effect to be transferred to another object based on the quality of the shard. The ESC rating is based on a complex set of characteristics that includes mass, facets, Spectrum absorption, MYR refraction index, and much more. Below is a brief list of general classes of shards and their ESC rating. All worldshards are generally tied to at least 1 Spectrum. Some may have different ESC ratings than those listed below including above 50. The higher the ESC, the more rare and expensive the shard is.

  • Minor: +5 ESC
  • Lesser: +10 ESC
  • Standard: +20 ESC
  • Greater: +35 ESC
  • Major: +50 ESC

Worldshards can be mined or harvested from various Spectrum-rich sources. The Mining Skill check necessary to successfully mine a shard is the average of the Effective Spell Cost and Quality truncated. Quality determines Effective Spell Cost of unbound spells that can be transferred from a captured bound item during the Unbinding process. See below.

For example, Phiena Wildbow crafts a shield with a Lesser Worldshard (ESC 12/Q 35). She rolls a 43 to craft the shield. The shield can now hold 43+12=55 ESC worth of effects.


Unbinding is the reverse process of Imprinting. Since many Imprinted items do not work for anyone but the person to which they are bound, it becomes necessary to deconstruct the item into components for use in a new Imprint process. Unbinding is done in reverse of the Imprint process starting with the most potent effect first. If a lesser effect is Unbound first, all higher effects are immediately Unbound and lost (no BP or effect retained).

  1. Only one effect may be Unbound at a time.
  2. The process takes 1 hour per ESC to unbind.
  3. 1 BP per 20 ESC is extracted (E.g. a spell with an ESC of 23 would cost 2 BP to imprint); this BP can only be used for Imprinting.
  4. If an effect is to be retained, a Worldshard of the same Spectrum as the effect of at least the same Quality as the ESC of the effect must be extracted. This requires an appropriate Crafting check in addition to the Unbinding check. This Crafting check is equal to the Quality of the Worldshard and may be made by another character but does not cause the process to fail if performed by the Unbinding character.
  5. If an effect is successfully retained, no BP is gained for future imprinting.

This must be continuous work where no Combat or unrelated Crafting skill checks are made or the caster travels farther than 10km from the object. If Combat or unrelated skill checks are made or the caster travels farther than 10km from the object, the process fails automatically as if failed by 1 and must be restarted. If the process takes longer than a number of days equal to half the ESC of the effect to be removed, the process fails automatically as if failed by 1 and must be restarted.

The roll for Unbinding is the Spectrum of the effect to Unbind + Transform. This roll must exceed the total ESC of the item to be unbound (not just the singular effect). Failure by 5 or less means the Unbinding did not work. Failure between 6 and 20 means the Unbinding did not work and the effect itself, the BP, and any Worldshards that would have been gained are warped and useless. If the Failure is more than 20, roll 1d10+Total ESC of the object vs the X Spectrum Resistance of any present within a number of meters equal to the ESC of the object. X Spectrum is the Spectrum of the highest ESC effect on the item.

For example, Amirith attempts to Unbind a magical Greataxe with three effects. The total ESC of the weapon is 57 (10+18+29). This process will take 29 hours and must be completed within 14 days with no major distractions. A Minor Worldshard of Q23 is crafted into the item. Amirith rolls a Time+Transform roll of 42 (15 below the 57 needed) attempting to Unbind the largest effect but not keep it within the Worldshard. The ESC 29 effect dissipates and is lost. Amirith then rolls a Fire+Transform roll of 37 (9 above the 28 now needed) and a Crafting: Smithing roll of 30 to successfully remove the Worldshard with the Fire effect retained within. He then rolls a Body+Transform of 32 and gains 1 BP that can only be used for later Imprinting. Amirith now has a well made Greataxe (Q61) to sell or Imprint as he chooses.

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