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  Artifacts | Spells | Miscellaneous | Finished

Animated chair

[ Back to the plans ]

Animals don't like magi, and horses are certainly not going to let a magus with a blatant gift to ride one of them. It's not suitable for the proud magi to walk with their own feet, if an other possibility does exist.

This is what we do. We take a metallic (probably iron) chair, open it for enchantment. Chairs are large (e.g. skeleton) but not huge (wagons, small rooms), so vis cost is 5 (base metal) x 4 (large) = 20 pawns of Vim. The chair can hold 200 levels of spell effects.

Next we want to make the chair move on its own. Copying the Animate Chair effect from the Enameled Horse (Wizard's Grimoire, p. 110) it is a Rego Terram effect, level 20 (R: Per, Conc, Ind). It's got to be constant use or unlimited with the chair keeping concentration. Constant is probably better (+5). The chair should be pretty fast like this, if the horse can move like "exceptionally well-trained warhorse", it should be quite stable as well.

The rider doesn't want to walk into quicksand or landslide; we need also Eyes of the Treacherous Terrain, Intellégo Terram 20 effect, so the rider can feel safe.

After all this work it would really hurt to see the chair rusting away. Prevent rusting, Creo Terram 20 effect could take care of that. (See Drennus' Bowman, WGre p. 109, and it's Protection from rot -effect)

There are quite a few other enchantments one might want to bestow his chair with. Here are some of them.

Effect Arts Level Ref. Notes
The Trackless Step MuTe 10 ArM153 Chair leaves no tracks. Like the spell of same name.
Silence of the Steel Step PeIm 5 ArM142 as per Silence of the Smothered Sound, for stealth missions
Jump ReTe 10 ArM128 as per Gift of the Frog's Legs
Fly ReAu 20 ArM121 as per Wings of the Soaring Wind

Of course, this would eat up loads of vis and enchanting it would take years. Still, the chair would be remarkable item.

[ Back to the plans ]
05/01/04