QUOTE (Mantis @ Jun 8 2016, 07:44 PM)

Yeah they work but you want to make one in the 6th world. Chances are the mana levels required for these things to work are less than the levels required to make them, which is where you run into issues. Otherwise the IEs would have been making some to help them in their mad power grabs, rather than just stealing ones that already exist from what ever dragon currently holds the thing.
That’s a good point, but since I’d like to explore this concept, I may simply compensate by ruling the lower mana level at present means more Units of True Elements are required to manufacture them.
QUOTE (Mantis @ Jun 8 2016, 07:44 PM)

Additionally, the 4th world items that work in the 6th world had to be used by the magically active, at least in the Artifact Rush adventures. I don't recall any that worked for mundanes. The Peri Reis Map, the Sextant of Worlds, the Phaistos Disc all needed a magically active character to activate their powers.
I may need to re-read the whole set of these adventures; it’s been a couple of years.
QUOTE (Mantis @ Jun 8 2016, 07:44 PM)

I played Earthdawn years ago and from what I remember, all the characters are some form of adept (magically active) or full on magician and so could use magic items that they wove threads to. Don't remember if there were items mundanes could use. In fact I don't actually recall if being mundane was even a thing. Everyone seemed to have some spark of magic they could use.
Actually, yes, there are such items. This is from Magic: A Manual of Mystic Secrets, p. 49:
“Magical items in Earthdawn fall into two broad categories: common items and thread items. Common items are those magical objects that can be used by anyone who knows how they work. Readily available throughout Barsaive, these items include day-to-day tools like magical cook pots, firestarters, light quartz and warm cloaks, as well as less common items such as crystal armor, fire cannons and airships.”
Thread items seem to be roughly analogous to Karma-bound items (I’m not an Earthdawn expert yet, and I’m more interested in the setting lore than mastering its RPG mechanics). At any rate, it appears that magical items usable by the non-magically inclined folks did exist – and were commonly used, even.
QUOTE (Mantis @ Jun 8 2016, 07:44 PM)

So I'm not sure the mana levels are high enough to manufacture the sort of items you want. I'm pretty sure the process has been lost or at least very closely guarded by characters who are effectively plot devices. The example of such a unique enchantment from Digital Grimoire suggests such things should also be plot devices and provides some numbers on how hard it would be as well as what the side effects are.
As I said above, I think I can compensate by just ruling that their manufacture is more expensive now. That said, they could still be incredibly useful, even if they were very pricey to make. Imagine a small town wanting to have an endless supply of electricity. The cost for the True Elements and the mage(s) to make it will be 1,000,000 ¥. That could take them a while to pay off if they took out a loan for that, but then they’d have guaranteed free power until the end of the Sixth World. Well, they’d still need to maintain the power lines.
QUOTE (Mantis @ Jun 8 2016, 07:44 PM)

If you want to introduce such things to your game, just make them plot devices and don't let the players make them. Keep it as part of the mystery of the 6th world. If you've got random PCs churning out Troll Skyships from the 4th world I think magic in the game loses something. If such a thing is found by the PCs though, and they have to figure out how to make it work, well that's a whole adventure or 5 right there.
I’m not wedded to maintaining the canon setting as is. I think slowly introducing these and seeing them start transforming the world would be an awesome idea. But I still need to work out needed magical supplies and costs.