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Spells of 1st to 7th Circles.

Posted by GMFor group public
GM
GM, 102 posts
Sun 3 Mar 2019
at 14:38
  • msg #1

Spells of 1st to 7th Circles


First Circle
no spells of this circle require proficiency above specialist in any magical discipline
at least one magical discpline at specialist proficiency is required

First Circle Spells
  1. Animagic
  2. Armor
  3. Aura Sight
  4. Baleful Blade
  5. Bolt of Force
  6. Castigate
  7. Cavesight
  8. Counterspell
  9. Draw Upon Inner Strength
  10. Groom
  11. OpNet
  12. Rush
  13. Stabilize
  14. Trigger
  15. Truth Tell
  16. Wardrobe Quickchange
  17. Withdraw


Second Circle Spells
  1. Blast Back
  2. Concussive Blast
  3. Improved Armor
  4. Minacious Blade
  5. Walk Through Shadows


Third Circle Spells
  1. Baneful Blade
  2. Forbidding


Fourth Circle Spells
  1. Bellicose Blade
  2. Enchant Permanently





Animagic (First Circle spell)

Casting Time: 1 round

Willpower cost: 5

Duration:  the remainder of the current round and for the next 2X rounds, where X is equal to the majus' Summon skill divided by ten and rounded down. For example, if Summon is 78% then this spell's effect lasts the remainder of the round in which it is cast, plus 14 more rounds.

Target: one type of animal within five miles of the caster

The targeted animal will respond to the caster's call and will follow simple commands for the duration of the spell.

Magic Disciplines: Summon at specialist




Armor (First Circle spell)

Casting Time: Instantaneous.

Willpower: 5

Duration:  the remainder of the current round and for the next X rounds, where X is equal to the majus' Ward skill divided by ten and rounded down. For example, if Ward is 78% then this spell's effect lasts the remainder of the round in which it is cast, plus 7 more rounds.

Target: caster

Magic Disciplines: Ward at specialist

If the Ward check is successful, a faintly perceptible shimmer of force surrounds the majus. It provides 2 points of armor for the majus' entire body, absorbing up to 2 Wounds from any given attack (that doesn't ignore armor) and subtracting 2 from each instance of Stamina damage the majus suffers.

By contrast, Kevlar absorbs 2 Sta/2 Wnd from handguns; otherwise 2 Sta/1 Wnd.




Aura Sight (First Circle spell)

Casting Time: 1 round.

Willpower: 1

Duration: Aura Sight persists for as long as the majus concentrates on it to the exclusion of other casting or combat actions. If the magus is distracted, he must make a Luck check to maintain this effect.

Target: caster

Magic Disciplines: Read and Glamour at specialist

The spell succeeds if the majus makes a successful check against the higher of his Read and Glamour scores.  Aura Sight reveals the general emotional overtones of sentient creatures who have emotions. It reveals the presence of enchantments on items or areas studied by the majus, as well as on the person or body of creatures studied. It gives a good estimation of how heavily enchanted a person, place or item is.

If the check to cast this spell succeeds with style, individual spells can be discerned, including spells that other Maji have hanged via the Trigger spell.




Baleful Blade (First Circle spell)

Casting Time: Instantaneous if the caster is wielding a blade.

Willpower cost: 5

Duration: For the remainder of the round in which it was cast, and for the following X rounds (X equals Enchant/10 round up)

Target: caster's wielded blade

Magic Disciplines: Enchant at specialist

If the check is successful, the blade suddenly feels slightly lighter, even more finely balanced, and there is the faintest sensation of vibration in the handle or pommel of the blade.

The majus gets one-shift bonus on combat checks with this blade and inflicts +5 Stamina damage and +1 Wound. Additionally, the blade can harm supernatural creatures.

At the majus' option, the blade can emit light equal to a torch's illumination. If the caster of this spell is master proficiency or better in Enchant, he can bring his blade from its sheath and to his hand as part of spell's casting. This doesn't require the blade to be drawn from its sheath or scabbard.




Bolt of Force (First Circle spell)

Casting time: Instantaneous

Willpower cost: 5

Duration: Instantaneous

Magical Discplines: Enchant at specialist

Target: creature or item within 15 yards

To summon forth a bolt of force, a majus must be at least specialist proficiency in both Hex and in Summon, and exert 5 Willpower. Roll a check against your highest scored magical category used in the spell — Hex or Summon. You may boost this number by up to +20 by spending additional Current Willpower at a 1:1 ratio.

If the check succeeds, an eldritch bolt of force speeds from the majus and unerringly strikes one corporeal target within fifteen yards. The target suffers 1d10 Stamina damage and 1 Wound of impact damage.

If the target is holding or wearing a delicate object (glass flask, for instance), the target must succeed in a Luck check or the item is destroyed. Armor doesn't protect against a Bolt of Force.

It is possible for this spell to be counter-spelled. If directed against a sturdy but movable object of up to twenty-five pounds, the bolt either scoots the object one foot or topples it over (Majus' choice and referee's discretion).

Successful casting of Bolt of Force nets the magus one Apotheosis Token.




Castigate

Casting Time: Instantaneous

Willpower Cost: 3

Duration: Instantaneous

Target: living creature within 10 meters of caster

Magic Disciplines: Hex at specialist

The target makes an opposed Luck check. If target succeeds 2+ shifts better than the caster’s degree of success, the target avoids the spell’s effect. Otherwise, the target immediately loses 10 Current Willpower, suffers a two-shift penalty to any further rolls this turn, and the caster gains a one-shift bonus on any spell he casts against the same target later in the encounter if the spell in question has Hex as one of its requisite magic disciplines.




Cavesight (First Circle spell)

Casting time: 1 round

Willpower Cost 2

Duration: up to two hours

Target: the caster

Magic Disciplines: Enchant at specialist

Upon successfully casting this spell, the caster's senses are enhanced in the following manner: they can see up to sixty feet in pitch darkness as if the area is well-lit. Additionally, the caster becomes sensitive to vibrations out to a range of one-thousand meters. He or she can sense vibrations as mild as a mouse's movement, can estimate direction and speed, and can distinguish up to X additional vibrations beyond the first for each shift of success when casting the spell. In order to sense vibrations, the caster must remain still himself or herself. The spell's duration is one hour, plus an additional ten minutes for every shift of success when casting the spell (maximum + 60 minutes). Someone under the effect of this spell is not blinded if a light source appears.




Counterspell (First Circle spell)

Casting time: Instantaneous.

Willpower cost: 5

Duration: Instantaneous

Target: the caster

Magic Disciplines: Counter at specialist

Any majus possessing at least specialist proficiency in the Counter magical category may attempt this spell. To attempt to counterspell a spell that is being cast, a majus must have priority in the round's initiative order and hold his action until a foe attempts to cast. When that happens, the majus attempting to counter the spell rolls a check against his Counterspell skill. The casting foe rolls an opposing Luck roll. Whichever roll is more successful (i.e., has more shifts) wins. In the event of a tie, the foe manages to cast the spell despite the counterspell attempt.

Note that the way this spell is resolved means it's possible for a relatively inexperienced majus to successfully counterspell even a significantly more experienced caster. When a counterspell attempt is made, the countering majus spends 5 Current Willpower, regardless of the success or failure of his counterspell attempt. As with any spell, the majus may spend up to an additional +20 Current Willpower to increase the likelihood of a successful Counter check. But he must choose to do so before the check roll is made.




Draw Upon Inner Strength

Casting Time: Instantaneous

Willpower Cost: 10

Duration: 3 rounds

Target: caster

Magic Disciplines: Ward at specialist

This spell’s effects last the remainder of the casting round plus the following two rounds.

The caster may take one additional action per round. She gains a one-shift bonus to all rolls. She deals +5 Stamina damage and +1 Wound on any successful attack. She gains an Apotheosis token as the spell takes effect. Multiple castings of this spell do not permit stacking of its beneficial effects. However, its effects do stack with effects of the Baleful Blade spell series.




Groom (First Circle spell)

Casting time: one round

Willpower cost: 3

Duration: Instantaneous

Target: Touched living creature

Magic Discipline: Enchant at specialist

The target creatures benefits from the effects of a nice grooming session appropriate for its type (bath / shower and hairstyle for humans for example). The target need not be willing to be affected by the spell, but it had no harmful effect whatsoever. Unless the nice flowery (and obviously feminine) smells lingering on the hair and skin that come with the spell count as harmful of course. The smells are always pleasant (though men could find them far too girly for them...), but seem random and not necessarily from a known origin.




OpNet (First Circle spell)

Casting Time: 3 rounds

Willpower cost: 4

Duration: until the caster dismisses the connection, suffers injury, casts another spell, makes a melee attack, loses consciousness, or begins an activity requiring significant concentration, other than surfing the web and/or DarkNet and doing related computer tasks (climbing a wall, performing surgery, picking a lock, etc).

Target: caster

Magic Disciplines: Read at specialist

This spell connects the caster to the OpNet, the internet of the 22nd century. The caster can read text and view images or video on his mind's eye. He can transload data from the OpNet to his personal cloud or to a memory stick if he's carrying one. If carrying a portable data device, the caster can upload data from it to an OpNet location. If the caster isn't on the Prime when casting this spell, he suffers a two-shift penalty. The caster is completely anonymous when accessing the OpNet in this manner, because there is no source IP address.




Rush (First Circle spell)

Casting Time: 1 round

Willpower cost: 3

Duration: Instantaneous

Target: caster

Magic Disciplines: Summon at specialist

This spell can be cast instantaneously when the caster selects a target within 100 meters that is in direct line-of-sight. Upon resolving, the caster is summoned to a position that is close enough to melee with the target (25% of surprising the target; if not surprised, roll initiative versus the target with a two-shift bonus). If the caster rolls a critical success, he arrives behind the target, possibly completely surprising the target and gaining a free backstab attack that inflicts 3 bonus Wounds above and beyond the rolled damage.




Stabilize (First Circle spell)

Casting Time: 1 round

Willpower cost: 10

Duration: Instantaneous

Target: mammal

Magic Disciplines: Enchant and Ward at specialist

This spell requires that the caster touch the mammal that is to be stabilized. If the target has been reduced to three or fewer unmarked Wound Boxes, the target regains one Wound and gains twenty Current Stamina. The target doesn't require a Willpower check to act the following and succeeding rounds, unless the target again becomes severely wounded.

If the caster succeeds with style, the target instead regains two Wound Boxes and thirty points of Current Stamina.




Trigger (First Circle spell)

Casting time: 3 rounds.

Willpower Cost: 3

Duration: 24 hours or until triggered

Target: caster

Magic Disciplines: Enchant at specialist

To hang a spell so that it goes off in response to a specific triggering condition, a majus must first successfully cast Trigger by making a successful Enchant check. If the Enchant check succeeds with style, the majus gains a net of two Current Willpower (gaining 5 from the stylish success and expending the 3 to set a trigger), but Current Willpower cannot exceed the majus' Willpower ability score.

A majus can set up to three simultaneous Triggers. Upon successfully casting Trigger, the majus follows it the next round with an appropriate spell or activation of a worn item, spending Willpower and making the appropriate check for that spell. Failure doesn't invalidate the Trigger, but the to-be-triggered spell must be attempted again, once more with the associated Willpower cost.

Once a spell has been hung on a trigger, it endures for one day, or until it is triggered, whichever comes first. Hanging spells can be dismissed at will by a majus, and this might be done before the majus goes to sleep, so that full Willpower can be recovered and Trigger slots will be available when he awakens.

While a spell remains hung, the 3 points of Willpower for the Trigger and the Willpower cost of the target spell cannot be recovered by the majus via rest, though he can still regain 5 Current Willpower anytime he succeeds with style on a check. The majus must be quite specific when setting a trigger. Examples of triggering conditions are Stamina damage, Wound box damage, being the target of a spell, falling more than ten feet.




Truth Tell (First Circle spell)

Casting Time: 2 rounds.

Willpower cost: 5.

Duration: two hours, or until the majus decides to end the effect, or until affected targets have been away from the majus' immediate presence for at least fifteen minutes.

Target: everyone currently within twenty feet of the majus.

Magic Disciplines: Read at specialist

If the casting check vs Read is successful, then everyone except the caster makes an opposed Willpower check. Those whose check equals or exceeds the degree of success of the caster's spell can resist the effect of Truth Tell. Maji of grandmaster or paragon proficiency in Read add two shifts to their successful opposing roll. Inebriated or particularly dull individuals suffer a three-shift penalty to their opposed check. The caster falls under the effect of this spell if at least one other person does as well. Affected person's are not able to lie.




Wardrobe Quickchange (First Circle spell)

Casting Time: 1 round.

Willpower cost: 3.

Duration: Instantaneous

Target: caster and apparel or worn equipment

Magic Disciplines: Summon at specialist

When the magus successfully casts this spell, s/he instantly exchanges the clothing currently worn for another set of apparel. Or, alternatively, the currently worn clothing can be kept on, and another suit, coat, or bulkier item is magically summoned onto the magus' body. Note: this can result in very uncomfortable conditions if bad combinations are attempted. One combo that works fairly well, however, is to summon a wetsuit to cover undergarment custom-armor.




Withdraw (First Circle spell)

Casting Time: 1 round.

Willpower cost: 10.

Duration: until the majus chooses to exit the Fade, is reduced to 3 or fewer Wounds, or loses consciousness.

Target: caster

Magic Disciplines: Enchant and Summon at specialist

A majus casts this spell by successfully making a check against his Enchant or Summon, whichever is higher. If successful, the majus enchants himself with affinity for the Fade, that demi-plane that lies between the Prime and the Bright. He now appears to those on the Prime and in the Blight as a faint, ghostly figure.

Attacks against the majus from either of those planes have a four-shift penalty. Those that don't miss inflict only one-quarter their normal Stamina and Wound damage. Those wishing to attack the majus more effectively must needs spend a round entering the Fade themselves, if they have that capability. The majus' own melee attacks made against targets on the Prime or the Bright suffer the same four-shift penalty.

Spells cast from the Prime or Bright into the Fade, and vice versa, suffer a three-shift penalty.

Typically, maji who employ this spell do so in order to gain precious time in relative safety to cast multiple spells or complete a ritual before returning to the Prime or Bright considerably buffed.

If the majus succeeds with style when casting this spell, combat attacks into adjacent planes suffer a 6-shift penalty, any Stamina or Wound damage suffered from a single source by the majus is reduced to 1, and spells cast across planes suffer a 5-shift penalty. And, of course, the majus gains the usual benefits of succeeding with style.



This message was last edited by the GM at 13:29, Fri 19 July 2019.
GM
GM, 103 posts
Sun 3 Mar 2019
at 15:43
  • msg #2

Spells of 1st to 7th Circles

Second Circle
no spells of this circle require proficiency above expert in any magical discipline
at least one magical discpline at expert proficiency is required




Blast Back

Casting Time: 1 round.

Willpower Cost 6

Duration: X rounds, where X is the number of full shifts in the caster's Ward discipline.

Target: the caster

Magic Disciplines: Ward at expert

If the casting check succeeds, the caster receives not only the benefits of the the First Circle spell "Armor", but also when (a) another person makes bodily contact with the caster (b) the caster's and a foe's melee weapons clash, or (c) a foe's weapon strikes the caster, the foe is blasted back five feet or as far as possible if a wall or immovable object prevents this full 5' distance.

If blasted back into a heavy or immovable object, the foe sustains +1 Wound upon impact.

The blast back inflicts one Wound in the instant its force impinges upon a foe, and the foe must succeed at an Agility check or else fall prone (01-50) or drop any held item (51-99). A percentile result of 100 results in both events occurring and the fall inflicting +10 Stamina damage and +1 Wound.

A foe blasted back into a wall and who then falls prone suffers a total of +10 Stamina damage and +3 Wounds.

Note: multiple enemies can be affected by Blast Back simultaneously or in the same round. It is not possible to grapple or use a wrestling or martial arts lock or hold on the caster while he is affected by this spell.




Concussive Blast

Magical Disciplines: Enchant (expert), summon (specialist)
Casting Time: Instantaneous
WillPower Cost: 5
Duration: Instantaneous
Target: corporeal target in adjacent square
Magic Disciplines: Enchant at expert, Summon at specialist

Activation: a power word or simply an act of will or distinctive gesture

Effect: a cone of concussive force erupts from you, striking any corporeal creature immediately adjacent to you for 4 Wounds, knocking it back a square, and requiring a Dexterity check at a one-shift penalty or else the creature is knocked prone. This spell is also capable of shattering delicate crystal or glass (a crystal goblet, a glass shop window), but not enchanted varieties or thick glass/crystal.

If this effect targets a creature that is spell-casting, they must succeed at a Willpower check in order not to lose the spell.




Improved Armor (Second Circle spell)

Casting Time: Instantaneous.

Willpower: 8

Duration:  the remainder of the current round and for the next X rounds, where X is equal to the majus' Ward skill divided by ten and rounded up. For example, if Ward is 78% then this spell's effect lasts the remainder of the round in which it is cast, plus 8 more rounds.

Target: caster

Magic Disciplines: Ward at specialist

If the Ward check is successful, a faintly perceptible shimmer of force surrounds the majus. It provides 3 points of armor for the majus' entire body, absorbing up to 3 Wounds from any given attack (that doesn't ignore armor) and subtracting 3 from each instance of Stamina damage the majus suffers. Unlike the First Circle Armor spell, this spell also defends against thrown and projectile weapons.

Improved Armor doesn't stack with the 1st Circle Spell Armor. It does, however, stack with body armor.

By contrast, Kevlar absorbs 2 Sta/2 Wnd from handguns; otherwise 2 Sta/1 Wnd.




Minacious Blade (Second Circle spell)

Casting Time: Instantaneous if the caster is wielding a blade.

Willpower Cost: 7

Duration: For the remainder of the round in which it was cast, and for the following (X + 2) rounds (X equals Enchant/10 round up)

Target: caster's wielded blade

Magic Disciplines: Enchant at expert

If the check is successful, the blade suddenly feels slightly lighter, even more finely balanced, and there is the faintest sensation of vibration, as well as noticeable warmth, in the handle or pommel of the blade.

The majus gets a one-shift bonus on combat checks with this blade and inflicts +7 Stamina damage and +2 Wounds. Additionally, the blade can harm supernatural creatures.

The enchantment causes all bare success melee (non-ranged) attacks against the majus to be automatically parried.

At the majus' option, the blade can emit light equal to daylight in a thirty feet radius. If the caster of this spell is master proficiency or better in Enchant, he can bring his blade from its sheath and to his hand as part of spell's casting.

If the caster of this spell is master proficiency or better in Enchant, he can bring his blade from its sheath and to his hand as part of spell's casting. This doesn't require the blade to be drawn from its sheath or scabbard.





Walk Through Shadows (Second Circle spell)

Casting Time: 3 rounds.

Willpower Cost: 15

Duration: X or fewer leaps within five minutes timespan, where X is equal to the caster's Willpower ability score, divided by ten, rounded down to the nearest integer.

Target: caster

Magic Disciplines: Summon at specialist and Read at expert

Think of this spell in terms of the Amberites' ability to shadow-walk in Roger Zelazny's Amber novels.

As part of casting this spell, the magus must be walking, running, riding, or carried along and must find and must enter an area of shadow (for instance, shadows cast by a tree onto the grass at midday, or a shadowed alley, or the shadow of a building). Upon entering the first area of shadow, resolve the success/failure of the spell with a percentile dice roll.

A successful casting of Walk Through Shadows allows the magus to take (1 + X) dimensional leaps, one after another — where X is equal to the shifts of the success roll. With each leap, the magus can either (a) move from his or her current plane of existence to an adjacent one, or (b) move to a known location on the current plane that is within one hundred miles of the previous (or starting) position.

Example: Marius has been engaged in a rare instance of hunting prey in the city streets at night. He has detected that a trio of well-equipped and lore-steeped Rosicrucians is tailing him, probably a hit squad hired by an adversary. Though none of them are as accomplished a magus as is Marius, collectively they represent a real threat. Marius decides to evade them. He turns into an alley, casting Walk Through Shadows and enters the Fade, then a few steps later he sidesteps back to the prime material plane (which holds Earth and the rest of the known universe). Finally, he jumps to Goshen, Indiana, appearing in the parking lot of Tony's Famous Grill. He enters the restaurant, gives his party name to the receptionist, and takes a wait buzzer. He'll kill some time here, maybe have Pasta a la Gricia, then resume prowling for blood in Goshen, far from the trio that so recently pursued him.

Although Walking Through Shadows isn't as instantaneous as teleportation, it also doesn't run the risk of a critical failure, and Marius doesn't fancy teleporting into the middle of a giant redwood.

Only a single leap can be to a location you've never visited before. The other leaps taken while Walking In Shadows must be to locations the magus has visited in the past.



This message was last edited by the GM at 13:30, Fri 19 July 2019.
GM
GM, 104 posts
Sun 3 Mar 2019
at 19:52
  • msg #3

Spells of 1st to 7th Circles


Third Circle
no spells of this circle require proficiency above master in any magical discipline
at least one magical discpline at master proficiency is required

Baneful Blade (Third Circle spell)

Casting Time: Instantaneous if the caster is wielding a blade.

Willpower Cost: 8

Duration: For the remainder of the round in which it was cast, and for the following (X + 3) rounds (X equals Enchant/10 round up)

Target: caster's wielded blade

Magic Disciplines: Enchant at master

If the check is successful, the blade suddenly feels slightly lighter, even more finely balanced, and there is the faintest sensation of vibration, as well as noticeable warmth, in the handle or pommel of the blade.

The majus gets a two-shift bonus on combat checks with this blade and inflicts +8 Stamina damage and +2 Wounds. Additionally, the blade can harm supernatural creatures.

The enchantment causes all bare and single-shift successful melee (non-ranged) attacks against the majus to be automatically parried.

When the spell takes effect, the majus picks one particular foe. Attacks he makes with the enchanted blade against that foe enjoy a three-shift combat bonus instead of the two-shift bonus that applies to others targeted. This three-shift bonus doesn't confer the XP, Current Stamina, Current Willpower, and possible Apotheosis Point award that a natural 3+-shift success confers.

Against the selected particular foe, the blade deals +10 Stamina and +3 Wounds instead of the +8 Stamina and +2 Wounds it deals against other targets.

At the majus' option, the blade can emit light equal to daylight in a thirty feet radius. If the caster of this spell is master proficiency or better in Enchant, he can bring his blade from its sheath and to his hand as part of spell's casting.

Upon successfully casting this spell, the caster brings his blade from its sheath/scabbard and to his hand as part of the spell's casting. This doesn't require the blade to be drawn from its sheath or scabbard.




Forbidding (Third Circle spell)

Casting Time: 2 rounds

Willpower Cost: 11

Magic Disciplines: Enchant at specialist, Ward at Master

Duration: one round for every point in the caster's Ward discipline, minus 3 rounds for each round that a maji or magically gifted creature batters against the forbidding.

A forbidding creates a shimmering wall of force across a hallway, doorway, cavern entrance, or other relatively narrow opening, preventing the passage of creatures across the threshold while the forbidding endures. Astrally projecting or entering the Fade doesn't bypass this barrier.
This message was last edited by the GM at 23:16, Mon 01 Apr 2019.
GM
GM, 106 posts
Mon 4 Mar 2019
at 00:22
  • msg #4

Spells of 1st to 7th Circles


Fourth Circle
no spells of this circle require proficiency above grandmaster in any magical discipline
at least one magical discpline at grandmaster proficiency is required




Belicose Blade (Fourth Circle spell)

Casting Time: Instantaneous if the caster is wielding a blade.

Willpower Cost: 9

Duration: For the remainder of the round in which it was cast, and for the following (X + 4) rounds (X equals Enchant/10 round up)

Target: caster's wielded blade

Magic Disciplines: Enchant at grandmaster; Ward at specialist

If the check is successful, the blade suddenly feels slightly lighter, even more finely balanced, and there is the faintest sensation of vibration, as well as noticeable warmth, in the handle or pommel of the blade.

The majus gets a three-shift bonus on combat checks with this blade and inflicts +10 Stamina damage and +3 Wounds. Additionally, the blade can harm supernatural creatures.

The enchantment causes all two-shift  successful melee (non-ranged) attacks or poorer against the majus to be automatically parried; if necessary to successfully parry, the blade can cover up to thirty feet in ten milliseconds.

The majus must release the blade as the spell takes effect. The blade hovers, and can move within a thirty-foot radius of the caster. The blade won't return to the caster's hand until the end of the spell's duration.

Each round, the blade attacks on its own, randomly choosing a non-ally of the caster within range as its target, and attacking that target twice, each time with a three-shift bonus.

At the majus' option, the blade can emit light equal to daylight in a thirty feet radius. If the caster of this spell is master proficiency or better in Enchant, he can bring his blade from its sheath and to his hand as part of spell's casting.

The caster brings his blade from its sheath and to his hand as part of spell's casting. This doesn't require the blade to be drawn from its sheath or scabbard.




Enchant Permanently (Fourth Circle spell)

Casting Time: Fifteen uninterrupted minutes.

Willpower Cost: 29

Duration: Permanent.

Target: an item that currently bears a spell effect or a hanging spell.

Magic Disciplines: Enchant at grandmaster; Read at expert

When you cast the spell, you roll percentile dice until you get the result you want. A result between bare success and two-shift success permanently enchants the item and allows it to function once, twice, or three times daily, respectively. If you succeed with style or even better, the item can be used once per round (unless the effect being made permanent takes longer to cast than one round). If the effect is passive but constant, such as boosting armor or, slowing falls, granting Cavesight, etc., you need a Succeed With Style or better result. Your GM will lay out the parameters needed for you to achieve the specific desired effect.

For every roll needed to achieve your desired result, you must expend 50 XP and sacrifice a point of Personality. The lost Personality can be regained in the usual manner.

If an item already bears a permanent effect, it can only be further enchanted by the caster of the original enchantment, or by someone who has forged a bond with the item. For each and every pre-existing permanent effect, adding the new effect takes an additional 50 XP and Personality point per roll.
This message was last edited by the GM at 23:18, Mon 01 Apr 2019.
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