Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Minor Magic Items (devices of spell storing)

Alchemy, Minor magic item

Items of superior quality enchanted to hold one to seven spells, which must be recharged after use; alchemists can make them but only spell casters can set the exact number of spells.

From the book

Minor magic items are enchanted to store between one and seven spells, and must be recharged after each use. Alchemists can make them, but only a spell caster can choose exactly how many spells an item will hold.

The enchantment needs at least 1,000 G.P. of fragrant herbs, incense and other fitting offerings, plus an item of superior workmanship or quality. If no such item can be made or found, one must be bought, at no less than ten times the price of an average one. The work takes one month plus a day per spell stored, at roughly 12 unbroken hours a day.

Success is 99%, but it depends on attending to the rituals every day: missing one day undoes that week's work, and missing two or more wipes out everything done so far. A failure means starting again from the beginning. When offered for sale, these items usually fetch at least twice their material cost plus 1,000 G.P. for each week of enchanting.

At a glance

Capacity
1-7 spells
Recharge
Required after each use
Materials
At least 1,000 G.P. of herbs, incense and offerings, plus an item of superior quality (at least 10x average price if bought)
Time to complete
1 month +1 day per spell stored; about 12 hours of work per day
Chance of success
99%; failure means starting over
Interruptions
Missing one day negates that week's work; missing two or more negates all work
Cost
At least twice material cost plus 1,000 G.P. per week of enchanting
Experience award
1,000 X.P. plus 1 X.P. per 10 G.P. of the item's value (any magic item)