Etel, the Awakener (Might 10)
A Daimon of mysterious origins. Some theurgists claim he embodies some principle of creation, a metaphor for the spiritual rise of the theurge writ onto crude matter. Others claim he was once the tool or servant of some powerful creative entity – Daedalus, Vulcan, Wayland, perhaps even Verditius. Whatever the case he, or rather it, is a Daimon which can transform things into awakened items.
It is possible that this power could be replicated within hermetic theory, replacing the ritual powers of Etel with hermetic ritual spells. This would be a breakthrough requiring 50 breakthrough points, however for a researcher who knows either the Items of Quality or Item Attunement mysteries requires only 40 points or 30 if he knows both as these mysteries provide a starting point for the research.
Etel appears as a living statue, made of cast metal but which moves as if it were flesh.
Characteristics: Int +4, Per 0, Pre +3, Com +1, Str 0, Sta 0, Dex 0, Quik 0
Personality Traits: Willing +3, Appreciates Craftsmanship +6
Combat: Brawl: Init 0, Attack 0, Defense 0, Damage 0
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)
Abilities: Craft: (All) 10
Awaken the Nascent Spirit, 10 points (Init -10)
This ritual power begins the process of awakening an item. See below for the rules on awakening.
Stabilise the Awakened Item, 10 points (Init -10)
This power ends the process of awakening an item. See below for details.
Major Mystery: Item Awakening
These rules are for a magic not known to the order, which allows for the transformation of mundane items into awakened items with their own mind and magical might by drawing them closer to their platonic ideal. This mystery may become available to the order through original research, most likely through house Verditius.
Not all items are suitable for awakening. To be eligible the item must already be an exemplary example of its kind. Items of Quality are always suitable. Otherwise the item must be of excellent quality. The magus does not need to make the item personally but if they do so the item will be very loyal to them somewhat like a parent and child.
To begin the item must be primed for awakening with a special ritual spell as follows:
Awaken the Nascent Spirit, CrVi General, Ritual.
R: Touch D: Special T: Individual
This spell starts the process of awakening an item. To determine the level consult the material and size multiplier as if enchanting the item. The ritual must be at least twice the level of this total. For example, an iron sword has a material value of 5 and a size multiplier of x3 (15 total) so the ritual must be at least level 30.
The item can now be considered to have a might of 1 but is not yet truly awakened.
Now that the item is primed for awakening the magus must ‘feed’ it vis every season. If it is fed a number of pawns equal to its might then it remains stable. If it is fed a pawn more than its current might its might increases by 1. If it is fed no vis or less than its might its might reduces by 1. If its might reduces to 0 then it can no longer be awakened and the whole process must be started from the beginning. Its might cannot change by more than 1 in a single season no matter how much vis it is fed. This counts towards the maximum number of pawns the magus can use in a season.
As the might of the item grows it begins to develop a mind and personality and manifest powers and qualities. Design it as a magic character with the ‘magic thing’ virtue with the final intended might as the might score. The magus may also consciously guide the development of the item during this time. Each season he can choose one aspect of the item to influence – the form of its might, a magical quality, a magical power or a virtue or flaw.
The magus must make a roll of Stress Die+Int+Philosophiae+Magic Theory with a target of 15 for influencing might and minor qualities/virtues and 21 for influencing major qualities/virtues. Failure means that the item does not change as the magus wills but the magus can attempt it again in another season. A botch means the item develops a quirk or flaw instead of the desired change. Only one such influence attempt can be made per season. Awakening an item is as much an art as a science.
The magus may enchant effects into the item in the form of powers. These should be designed as effects with unlimited uses per day. The item can hold a number of spell levels equal to ten times its might. The item may develop powers itself and these do not count towards filling these slots. Only effects specifically enchanted into the item have limits in this way.
During this period the magus may also teach the item abilities. While being awakened it is more receptive to change and can learn abilities without penalty as if it had no might.
When the magus is satisfied with the item he must end the awakening process with a special ritual. Once this is cast the item can no longer be fed vis or influenced but will also not lose might over time. From that point on it is a fully awakened item.
Stabilise the Awakened Item, ReVi General
R: Touch D: Momentary T: Individual
This spell ends the awakening of an item. The item can no longer be fed vis or influenced but will also not lose might over time. From this point on it is a fully awakened item. The level of the ritual must be at least 5 times the might of the item.