Fiera needed iron rods. Iron holds
Before spending time enchanting something, it is worth knowing what it can hold. Fiera used
Item capacity: 4. The rod will hold a spell up to level 4. Whatever she channels in cannot exceed that ceiling, regardless of how well she rolls.
Enchanting requires focus. Fiera had focus. She also had a cup of wine she had not quite finished, and the vendor’s stall was positioned downwind of something. Neither of these should have affected her concentration. Probably they did not.
She rolled
Both dice showing 6 is the
Had she rolled only one six, that die would have contributed 0 successes and the roll would have failed — but it would not have been a fumble. A lone 6 in a two-die pool is a bad roll, not a catastrophe. The rod would have survived. See Dice Mechanics: Fumbles.
Fiera noted, without particular feeling, that she still had four rods.
After a replacement cup of wine and a brief inventory of her opinion of iron as a material, Fiera tried again with the next rod.
This time, she rolled 5
Had the rod been better quality — capacity 5 or higher — she could have seated a tier 3 Searing instead. Tier 3 sits at spell level 5. These rods could not hold it. The material sets the ceiling the roll cannot cross.
Deciding what goes in and whether it fits is one step. Pushing the energy in is the next.
With the rod prepared for tier 2 Searing, Fiera rolled
She got 7 successes . Tier 2 Searing requires 3 energy points — three successes is the threshold to fully seat the spell. Seven is more than enough. The extra successes do not make the spell stronger; the tier is already set by the enchant step. They confirm the channeling was clean.
Had she rolled only 2 successes , the spell would have seated as tier 1 Searing instead — a flash of heat, some scorch marks, 15 points of damage. Useful. Not what she was going for. Tier 2 needs 3 successes in the channeling step. Two gets you tier 1.
Channeling ends. The rod seals. It now holds a tier 2 Searing spell at spell level 3 — 80 points of fire damage to a single target, with the target’s clothing and gear at risk of catching fire for an additional 10 points of damage at the end of each of the next 2 rounds unless extinguished with 1 AP.
The item is a single-use consumable. Releasing the spell destroys the rod. No energy can be added or removed. Whatever is in there now stays in there until it fires.
Fiera pocketed the rod. She had a route home through the market district. She had taken that route every night this week. She was aware someone had been watching it.
The alley between the market district and her preferred route home had been quiet all week. It was not quiet now. A bully with a dagger and apparently poor judgment stepped out of a doorway and made his intentions clear.
Fiera had good
Releasing a spell costs 1
At the end of that round, she rolled
The rod crumbled. The spell fired. The bully caught fire. Fiera watched this with calm interest.
Tier 2 Searing deals 80 points of magical damage . Magical damage bypasses armor — his coat and whatever he had under it were irrelevant. The only reduction came from his
He fled. Fiera adjusted her coat. She had three rods left.
Two moments in that alley could have gone differently.
Had Fiera rolled only 2 successes — one short of the spell level 3 threshold — nothing would have happened. The spell would not have fired. The rod would still be sealed, still loaded, still in her hand. The AP is spent; the spell is not. She could try again next round.
A failed release is not a
The release cost 3 AP in a single round. During that round, if the bully had landed a hit before Fiera finished, the release would have been
An interrupted release does not fail cleanly. The item explodes . The damage is spell level × 20 points — magical damage, no armor reduction, only
This rod: spell level 3. Explosion damage: 3 × 20 = 60 points of magical damage . To Fiera. From her own pocket. The bully would have been fine.
This is not a hypothetical risk. Standing still in melee range while holding a charged rod is a gamble. The payout for losing is a spell-level-scaled explosion from inside your coat.
For Sense Magica, item capacity, and the full enchanting process, see Channeling . For spell tier tables and full damage values, see Spells . For AP costs, multi-round release rules, and interruption mechanics, see Combat Magic . For how magical damage interacts with Physical Toughness and the broader damage pipeline, see Combat .
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