Enchantment
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
Successes | Days to create (N = ritual level) |
---|---|
1 | 3*N |
2 | 2.5*N |
3 | 2*N |
4 | 1.5*N |
5+ | N |
- 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 significantly limited subset of an attribute requires ritual level N
- +N to a slightly limited subset of an attribute (e.g. soak rolls but not other Stamina rolls) requires ritual level N+1
- +N to all uses of an attribute requires ritual level N+2
Items that reduce the difficulty of an attribute or ability:
- Max bonus is -2 diff
- -N diff to an ability requires ritual level N+1
- -N diff to a significantly limited subset of an attribute requires ritual level N+1
- -N diff to a slightly limited subset of an attribute requires ritual level N+2
- -N diff to all uses of an attribute requires ritual level N+3
Items that subtract dice from someone else's attribute or ability:
- Only affects one target per turn; they must be targeting you with the attribute or ability in question, and you must be able to perceive them
- -N to an ability requires ritual level N
- -N to a significantly limited subset of an attribute requires ritual level N
- -N to a slightly limited subset of an attribute (e.g. soak rolls but not other Stamina rolls) requires ritual level N+1
- -N to all uses of an attribute requires ritual level N+2
Items that increase the difficulty of someone else's attribute or ability:
- Same targeting limits as above
- Max penalty is -2 diff
- +N diff to an ability requires ritual level N+1
- +N diff to a significantly limited subset of an attribute requires ritual level N+1
- +N diff to a slightly limited subset of an attribute requires ritual level N+2
- +N diff to all uses of an attribute requires ritual level N+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 benefiting a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals, one specific weapon; 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.