The Enchantment School

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The Enchantment School

Enchantment School

The Enchantment school deals with magically enhancing equipment and removing those enhancements.

Description

Enchantment magic allows the caster to bestow powerful temporary magic abilities on physical objects. Enchantment also grants the caster the access to the powerful dispel magic spell which allows them to tear down the magical defenses of other casters. Enchantment is the school of effects related to magic itself and physical objects.

Common symbolism for enchantment are keys, crafting tools, and the color silver.

Enchantment is associated with the Craftsman.

Enchantment Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Magic Lock

Enchantment 1 Long (Game Day) Touch An entryway or container Hold a door or container magically closed. None

Enhance Armor

Enchantment 1 Long (Game Day) Touch Physical Armor Increase a piece of physical armor's protective value by 1. None

Enchant Shield

Enchantment 2 Long (Game Day) Touch Shield The enchanted shield prevents the next acid or spell call to hit it. A level 1 Enchantment spell

Silvershine

Enchantment 2 Medium (10 Minutes) Touch Weapon A weapon can deal silver damage A level 1 Enchantment spell

Enchant Weapon

Enchantment 3 Medium (10 Minutes) Touch Weapon A weapon can deal Elven Steel damage. A level 2 Enchantment spell

Spellstore

Enchantment 3 Longest (Event) or until expended Touch Weapon Store the magic of another spell in your weapon to draw upon it later. A level 2 Enchantment spell

Dispel Magic

Enchantment 4 Instant Tag Bag or Touch Character(s) Hit or Touched Remove all magical effects beneficial or harmful from a target. A level 3 Enchantment spell

Ablative Armor

Enchantment 4 Long
(Game Day)
Touch Armor Enchance armor to prevent the next two hits without 'Pierce!' that hit it A level 3 Enchantment spell

Shadowskin

Enchantment 5 Medium (10 Minutes) Touch Character Make a target temporarily immune to all regular damage. A level 4 Enchantment spell

Wraithbane

Enchantment 5 Long (Game Day) Touch Weapon A weapon can deal Elven Steel damage and it does increased damage. A level 4 Enchantment spell

References

Casting Magic

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

School Master

This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:

Characters can become masters of every school they qualify for.

Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.

A Master of a School is the only one who can benefit from a Master's Staff.

Categories: Spells | Enchantment Spells | Schools


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