Difference between revisions of "Enchantment"
Line 37: | Line 37: | ||
Things that will reduce required ritual level by 1 (may include more than one per ritual, but level can't go below 1): | Things that will reduce required ritual level by 1 (may include more than one per ritual, but level can't go below 1): | ||
− | * Limited to a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals) | + | * Limited to a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals; staff discretion whether a specific limit is significant enough to warrant a reduction) |
* Requires spending a Willpower per use | * Requires spending a Willpower per use | ||
* Limited to one scene per day | * Limited to one scene per day |
Revision as of 13:23, 23 November 2019
Alchemy |
Conjuration |
Conveyance |
Divination |
Enchantment |
Fascination |
Fortune |
Healing |
Hellfire |
Mana Manipulation | Oneiromancy |
Shadowcasting |
Shapeshifting |
Summoning, Binding, Warding |
Weather Control |
See Guide: Enchantment for a more conversational version. (In case of contradiction, this page takes precedence, but please inform staff so we can fix things to be consistent.)
Basics
- Enchantment by itself doesn't do anything, only its rituals do.
- Roll: Intelligence + (Occult or Science) vs (3 + level)
- Modifiers: -1 difficulty for Enchantments that have been mastered (we interpret this as "paid the ritual's freebie or XP cost a second time")
- Duration of casting: 1-3 days per level of the Enchantment (we base this on number of successes), plus the time to craft the item
- '+rules magical items' also limits how many items you can create per month
- Extended rolls not allowed
- Duration of effect: Varies by item
- Rituals (besides creating items): Eldritch Mark (1), Enhance Craftsmanship (2)
Aspects
Instead of aspects, this Path gives access to certain types of rituals at each level.
Emulating the powers of other supernaturals:
- We interpret that level 3 Enchantment rituals can emulate level 1 powers, 4 can emulate 2 (as in canon), 5 can emulate 3, 6 can emulate 4.
- Requires sufficient Lore for the relevant type of supernatural.
- Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.
Similarly, for '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
Items that add dice to an attribute or ability:
- +N to an ability requires ritual level N
- +N to a sufficiently limited subset of an attribute requires ritual level N
- "Soak rolls" is not a sufficiently limited subset of Stamina
- +N to all uses of an attribute requires ritual level N+2
Items that reduce the difficulty of a significant ability (e.g. combat, Occult, Rituals, Awareness):
- -1 diff requires ritual level 2
- -2 diff requires ritual level 3
Things that will reduce required ritual level by 1 (may include more than one per ritual, but level can't go below 1):
- Limited to a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals; staff discretion whether a specific limit is significant enough to warrant a reduction)
- Requires spending a Willpower per use
- Limited to one scene per day
- Limited to one user (can be someone else)
Tattoos increase the required ritual level by 1 (the item can't be grabbed/shot out of the user's hand, etc.).
Note that using a magical item does trigger Awareness checks.
At staff discretion, an Enchantment ritual may also be able to emulate a background or merit or counteract a flaw of equal level.