Magic Items - A Menagerie An Academy of Super-Heroes Universe Info File copyright 2006 by Dave Van Domelen ============================================================================ Magic items in the ASH setting have not been studied in nearly as much depth as supertech has been, largely due to the nature of those doing the studying. Scientists are more likely to bend their efforts towards things that seem amenable to scientific inquiry, and they figure they'd be wasting their time on magic, assuming magic is chaotic and lawless. However, in the ASH setting, there are certain rules to magic as well, or at least discernable patterns. That few study these patterns in the 20th and 21st Centuries, and fewer still will share that knowledge means that much of the information contained in this file is only held in snippets and fragments. And it's certainly not organized in anything resembling a multi- tiered taxonomy. Still, when looking at things that are identified as magical items rather than supertech, most fall into one of three categories: power applications, personal extensions, and spirit engineering. Given that magic isn't science, of course, there will be some blurring of the lines, and it may not always be possible to tell how a particular item was created unless it is studied extensively. Power Applications: This could also be labeled the "miscellaneous" category. In essence, some supernaturals have powers that let them create items that are "magic items" in effect, even if they could be explained using Violation Physics. Such items cannot be replicated by trained mages, or at the least cannot be replicated trivially. For instance, the mage Labyrinthe specializes in violating the Law of Space, folding things in upon themselves or stretching them out. He could "fold" a boulder down until it was the size and weight of a pebble, but arrange it so that it would expand again if struck sharply. This would functionally be a magic sling stone, although it is dependent on a specific supernatural's power. Another example might be a fire mage who can bind flames up into a sword, so that the sword could heat up upon the user's command. Magic items of this nature tend to be one-shot or limited use in nature, as they are essentially delayed releases of the mage's own power. They can be used by any non-Anchor who knows the proper command or procedure, but are dangerous to carry around, as an Anchor's presence may undo the spell in an unpleasant way. i.e. that bag of pebbles Labyrinthe gave you is now a pile of car-sized boulders on top of you. Personal Extensions: The most common sort of magic item of this variety is simply a crutch, much like level 5 supertech. It may be purely psychosomatic, or it could be something mundane that nonetheless helps the mage better wield their power. In either case, the "magic item" won't work for anyone who doesn't already have the relevant power or ability, and requires they believe in its efficacy in some way. Traditional mages (of which there are very few in the 20th and 21st Centuries) call such an item a "focus" when they know of its true nature. Many magical rituals involve temporary foci, such as mandalas, rings or other patterns, or particular items like athames, crystal balls or cauldrons. The ritual itself is a focus, helping the mage's thoughts assume the right "shape" for the desired effect. Spirit engineering can create superior foci, although the better the engineered focus, the more restrictions are placed on its use. For instance, any crystal ball can help with scrying, but one might be tailored to offer superior scrying...but only against a particular class of person. Far rarer and more potent are items into which the mage has placed a portion of their spirit. Once the item has been "charged", the mage is able to rest and recover their spent power, while also retaining access to the external power. Such batteries may only be usable for certain effects, such as a ruby that empowers flame magics, or may be a source of power for anything the user wishes. Spirit batteries can be made either intuitively by those with the right talent for it, or learned via spirit engineering. Like foci, these spiritual batteries can only be used by those who already have magical abilities. Unlike foci, the power they contain is real, and can turn a mediocre mage into a terrifying power to behold...if only for as long as the battery lasts. Many of Peregryn's more powerful magic items are batteries left behind by powerful mages who died of natural causes...or of unnatural ones while separated from their means of support. Anchors have no effect on foci, for obvious reasons. Batteries function as spirit engineering items for purposes of Anchoring, see below. Spirit Engineering: The Third Pillar states that all things have a spirit, and that this spirit is unchangeable, indestructable, and so forth. Magic, of course, ignores this rule. Almost all of the objects that fit the common concept of "magic items" are created by some sort of spirit engineering. Spirit engineering falls into three basic categories. Enhancement, replacement, and imbuement. There are established methods to all three sorts of engineering, passed down in ancient tomes or from master to apprentice. A broadly powered mage (as opposed to the usual "spiked" Tesla Index superhuman) can learn how to create magic items in any of these ways with proper training or a willingness to experiment. Power applications and personal extensions tend to be more idiosyncratic, instinctive uses of power, rather something a mage can learn. Enhancement improves upon some useful quality of the spirit inhabiting an object. A sword's quality of sharpness, or a shield's quality of hardness may be improved upon by a skilled magical artificer. A potion of healing may be created by taking some healthful fluid and turning the quality of "health- giving" up as high as possible. It is necessary to know the deep nature of the spirit in order to make permanent and useful changes, so an artificer spends a great deal of time meditating on the nature of the object to be enchanted. Some wild talents can take shortcuts, but usually only with specific things, such as a swordmage who can bring out the best in any edged weapon with but a whim. One interesting aspect of enhancement is that a corpse has a spirit of its own, independent of the higher spirit that drove it while alive. This spirit is normally no more active than the spirit of a stone, but it can be fanned into a flame of undead life by a necromancer, a mage who specializes in enhancement of the corpse-spirit. Anchors tend to return the spirit of a thing to the way it should be, and disenchant enhanced items permanently. This also "turns" the simpler undead. Replacement takes the spirit of something useful and places it into a foreign container, where it can work its effects at the bidding of whoever holds the container. For instance, Peregryn wears an amulet that has several wind spirits bound to it. They can manipulate the air around him to defend him from projectiles and certain elemental effects, and even emerge a short distance. Elemental spirits are common targets for replacement, as they are semi- intelligent embodiments of their substances. As long as the object they are bound to survives, the item can be used again and again. Some think that elemental spirits are actually extradimensional in nature, lifeforms from realities that are dominated by pure forms of some material, such as air or metal or ice. Higher forms of undead servants and other constructs can be formed by placing the spirit of an intelligent being into a corpse or statue or whatnot. Cleverer mages will avoid putting an entire spirit into any one servitor, and often split a single spirit among several forms. This makes it less likely the servitor will rebel, as it is scattered, confused and easier to manipulate. The ability to threaten another fragment of the spirit can also be used to keep such servitors in line. The transplantation of spirits into computerized systems results in a sort of machine intelligence that can easily pass as a living mind, as it once was one. However, these intelligences are not the result of code and circuitry, and cannot be teased apart by normal programmers interested in replicating them. They also cannot generally make copies of themselves, since they are more than the sum of their code...something exists parallel to the processors, something that cannot be copied by science. Because the foreign spirit is generally far from its original host (presuming that host hasn't been destroyed), an Anchor will not normally expel them, since that would result in the destruction of a spirit, also against natural law. However, the spirit may be trapped within the item, unable to act or even indicate its existence, so long as the Anchor is present. However, an Anchor who knows that the item contains a foreign spirit, and has some training with their abilities, can exorcise the spirit, effectively disenchanting the item. Enhancement and replacement are frequently used on the same item, either making the item a better container, or improving the spirit being contained. Imbuement involves the mage placing part of their own spirit into an object. An unrecoverable part. Unlike the spirit batteries mentioned above, the committment of an imbuement is far more significant. Not only is energy placed into the item, a certain facet of the mage's self resides in the item as well. That facet may eventually recover to where it had been initially, but it takes a great deal more time and dedication. Consider a spirit battery to be akin to removing some blood and setting it aside (for later reinjecting when the user has recovered, as some athletes do), while imbuement requires sacrifice of a body part. Sometimes literally. Sometimes, imbuement is used to rid the mage of inconvenient aspects of their self. The Wanderer, for instance, placed his mortality into a talisman created from the last joint of his left little finger. He could not die so long as that talisman was whole...but break it and he would die instantly. Other mages might displace their rage into a weapon, so that they could be calm and collected under normal circumstances, but then attack a foe with utter fury when necessary. In any case, the imbued "shard" of spirit tends to be fairly one-dimensional, representing only one or two aspects of the mage's personality. Imbued items are tightly bound to their creators, and generally can only be used by another with the permission of the creator. However, once the creator is dead, anyone other than an Anchor can potentially use the item. This can be dangerous, though, as the creator's spirit fragment may be stronger than the entire spirit of the user, and overwhelm the user. Also, if the purpose of the item isn't obvious, it may take a powerful mage simply to discern it. Imbued items may also simply refuse to work, if too much of their creator's spirit is in them, and that fragment doesn't like the user. As with spirit replacement, an imbued object has some resistance to Anchors, and generally just stops being able to create any active effects (if it had any to begin with) while the Anchor is present. Disenchanting them is significantly harder than with replacement items, as the creator immediately knows of the effort and can fight it, presuming the creator is still alive. Even when the creator is dead, it can be very difficult for any but the strongest Anchors to permanently disenchant an imbued item. Perhaps the most powerful examples of spirit engineering combine all three types. An imbued piece of spirit forms the core of the item, with other spirits bound to it as servants or a form of spiritual cybernetics, replacing the aspects missing from the imbued shard. Finally, enhancement strengthens all aspects and makes the physical form of the item better. Usually, such items are made as indestructible as possible, lest all the effort of crafting them be lost to some jerk with a hammer. Final Notes: Some magic items just can't be created exactly in the ASH Universe. Despite the wide range of what CAN be made, some things are just the stuff of legends or the creations of Hollywood (or Vancouver, in the 2020s). A clever enough artificer may be able to get pretty close to whatever you want, but there aren't many of those around anymore.