Difference between revisions of "Enchantment"
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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). | 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). | ||
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+ | Note that using a magical item ''does'' trigger [[House Rules/Awareness | Awareness]] checks. | ||
{{ :Template:StatChart6 | {{ :Template:StatChart6 |
Revision as of 14:18, 13 July 2018
Alchemy |
Conjuration |
Conveyance |
Divination |
Enchantment |
Fascination |
Fortune |
Healing |
Hellfire |
Mana Manipulation | Oneiromancy |
Shadowcasting |
Shapeshifting |
Summoning, Binding, Warding |
Weather Control |
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
- 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).
Note that using a magical item does trigger Awareness checks.