Enchantments
An Enchantment is any entity that has been imbued with magic. Basic enchantments produce a spell on command while more complex enchantments can hold multiple spells which can be cast independently or in series. An entity can hold a number of enchantments up to a limit imposed by their size (Tiny: 1, Small: 2, Medium: 3, Large: 4, Huge: 8) and any given effect can have a Rank up to a limit imposed by the quality of the item or its material (low: 1, average: 2, high: 3). Both the quality and size of an entity are determined by the GM. By default an enchantment is activated with a gesture or incantation but effects can take advantage of spell qualities as their ranks allow. Additionally an enchantments total is set at creation unless some effect alters this.
To determine the number of sessions needed to create an enchantment consult the table below. The base number of sessions is set by the size and is modified by the number of effects. If half or more, round down, of the total effects invested in an enchantment are spontaneous then the number of sessions increases by 1.
Size | Base | | Effect | Modifier |
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Tiny | 1 | | 1 | 0 |
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Small | 1 | | 2 | 1 |
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Medium | 2 | | 3 | 1 |
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Large | 3 | | 4+ | +1/2 |
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Huge | 5 | |
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Hendricks, a court abjurer in the employ of Countess Grayvale, has been tasked with enchanting the countess' dress (medium, high quality) to turn aside an assassin's blade. Hendricks determines that he will need two separate effects: the first to determine when she's under assault (ElAn) and the second to strengthen the dress' fabric (MoMa). Because the effects must work together so he is forced to create them at Rank 2. Sadly he does not know a fabric strengthening spell and must make it spontaneously. The effort takes him the better portion of a year (Base 2 + 1 for 2 effects + 1 for spontaneous effect) but the Countess is pleased with the results, marveling at the intricate lacework of silver thread he used to hold the magic.
Special enchanted items, known as Regalia or Artifacts depending on the disposition of the mage, are capable of exceeding the limits of traditional enchantments and are intimately tied to their creators. A mage can only possess a single Regalia or Artifact and it cannot be wielded by anyone but its creator. Its destruction damages an individuals magic permanently and serves as a potent link to their creator, allowing them to be used for as sympathetic links for spells. In exchange for this they can contain as many spells of any Rank as the creator deems necessary and contain a single R4 spell. Also any effect which has a range of "personal" can also be applied to the Regalia and vice-versa.
Regalia/Artifacts require 3 downtime sessions to prepare before enchantments can be instilled into them. Destroying a Regalia/Artifact reduces the score for each Method and Form by 1 per spell that uses them, except for R4 spells which reduce by 3. (e.g. an artifact with 3 R1 InMa spells reduces the casters Incepio and Materia score by 3.)
Varun is an mage well into his tenure and power. Retreating to the heart of his castle he begins to ritually prepares his Artifact, a jeweled skull (medium, high quality). A year passes as he uses his magics to alter the bone and jewels to be flawless and imbue it with intricate runes. Once completed he dedicates close to a decade simply enchanting spells into the skull, intent on turning it into a phylactery for his soul as his body fails him.
Foci
While enchantments can be very useful some mages seek a means of further augmenting their magic. For these mages there are special magic items known as foci. A Foci increases the total of a particular combination of Method and Form when possessed or wielded. Foci have similar limits to Enchantments in terms of its relationship to size and material quality but with a few changes. The first of these changes is that there are no Large or Huge foci and size determines the amount of separate bonuses an item can provide (tiny,small = 1, medium = 2). The quality of the foci determines its cumulative maximum increase rather than effect Rank according to this scheme: low = +3, average = +6, high = +9. Foci follow the same scheme as Enchantments in terms of size but differ in the time needed relative to the bonus they provide.
Bonus | Sessions |
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1-3 | 2 |
4-6 | 3 |
7-9 | 4 |
A Foci can have no bonus greater than or equal to the lowest value used to generate the foci. In addition to applying a straight bonus to spellcasting totals a portion of the foci's bonus can be exchanged for metamagic effects. The possible effects and their costs are as follows:
Modification | Bonus |
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Subtle | 2 |
Focused | 3 |
Selective | 3 |
Storing | 3 |
Multicast | 4 |
Enduring | 4 |
Swift | 4 |
Obscured | 4 |
Quality | X |
- Subtle: Removes requirement for verbal commands and/or gestures when casting.
- Focused: Increase concentration total by 3 for casting or maintaining spells.
- Selective: Area effects can ignore individuals or objects within effective radius.
- Storing: Store up to 3 spells within the foci to be released as desired, including alongside another spell.
- Multicast: Cast two identical copies of spell alongside the original. Each spell may have a separate target.
- Enduring: Spells last for a duration as if 1 Rank higher, except Rank 4 spells.
- Swift: Cast magic before initiative takes place, even when ambushed.
- Obscured: Spells has no resonance and cannot be traced to the caster.
- Quality: Spells can be cast with a particular quality without penalty. X is equal to the twice the minimum rank the quality can be associated with.
Cassandra was a masterful mage, specializing in shapeshifting magics (MoNa). Seeking to reach new heights without needing to rely on the warping power of higher rank magics she created a focus out of her leather riding cloak (medium, average quality). Not needing its raw bonus she focused instead on imbuing it with a swift and subtle effect. Word quickly spread of how she would turn would-be ambushers into toads with a stray thought.
Note: Foci do not modify spells cast with enchantments nor can these spells by modified once cast. Additionally no item can be both an enchantment and a foci.
Navigation:
Training |
Spellcraft |
Refining |
Enchanting |
Breakthroughs |
Rituals
This message was last edited by the GM at 05:21, Thu 18 June 2020.