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.
Ritual level | |||||||
---|---|---|---|---|---|---|---|
Type of effect | Limits | 1 | 2 | 3 | 4 | 5 | 6 |
Emulate a supernatural power | See below | n/a | n/a | 1 | 2 | 3 | 4 |
Emulate a background or merit or negate a flaw | Staff discretion | 1 | 2 | 3 | 4 | 5 | 6 |
Add dice to an ability | +1 | +2 | +3 | +4 | +5 | +6 | |
Add dice to an attribute | All uses | n/a | n/a | +1 | +2 | +3 | +4 |
Slightly limited (e.g. soak rolls) | n/a | +1 | +2 | +3 | +4 | +5 | |
Significantly limited (e.g. non-soak Stamina rolls) | +1 | +2 | +3 | +4 | +5 | +6 | |
Lower difficulty of an ability | n/a | -1 | -2 | n/a | n/a | n/a | |
Lower difficulty of an attribute | All uses | n/a | n/a | n/a | -1 | -2 | n/a |
Slightly limited | n/a | n/a | -1 | -2 | n/a | n/a | |
Significantly limited | n/a | -1 | -2 | n/a | n/a | n/a | |
Subtract dice from someone else's ability | -1 | -2 | -3 | -4 | -5 | -6 | |
Subtract dice from someone else's ability | All uses | n/a | n/a | -1 | -2 | -3 | -4 |
Slightly limited | n/a | -1 | -2 | -3 | -4 | -5 | |
Significantly limited | -1 | -2 | -3 | -4 | -5 | -6 | |
Raise difficulty of someone else's ability | n/a | +1 | +2 | n/a | n/a | n/a | |
Raise difficulty of someone else's attribute | All uses | n/a | n/a | n/a | +1 | +2 | n/a |
Slightly limited | n/a | n/a | +1 | +2 | n/a | n/a | |
Significantly limited | n/a | +1 | +2 | n/a | n/a | n/a |
Emulating the powers of other supernaturals:
- 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.
- Emulating powers that themselves create magic items is limited at staff discretion.
- For '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
Penalizing someone else's roll:
- Only affects one target per turn.
- They must be targeting you with the attribute or ability in question.
- You must be able to perceive them.
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.