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Enchantment.

Creating potions or items with the use of magic to achieve a particular magical means. 

Object Enchantment: Imbue objects with specific magical effects (e.g., a sword that glows or a mirror that shows the future) via ritual, spell or runes.

Note: When crafting an Enchantment that will boost or sap another skill or mimic the effects of another school of magic, the Enchanter must either have that skill/magic or 4oz of fresh blood from someone who does. (The Enchantment may NOT recreate an effect that is higher than the skill of the person from whom the blood comes.)

  • Beginner: Can enchant everyday objects to perform a benign task they are normally used for on their own within a 10’ radius of where they are placed: A broom that sweeps around a shop room, a hairbrush that brushes hair when activated, a knife that chops vegetables etc. No ticket is needed for these objects. Can create magical talismans that do one beginner level spell (that the enchanter or someone working with them knows) before losing power. Can add one magical effect to a weapon or armor that lasts for one scene. Can give up to 3 people the same enchantment.

  • Moderate: Can enchant objects with more magical but non-violent traits. A mirror that compliments the viewer, a mask that changes someone’s appearance, etc. Permanent objects may have up to 2 effects, but only perform the tasks they have been imbued with.  Once per day, they can create talismans that allow the owner to perform one magical spell up to moderate level (known by the enchanter or someone working with them) one time a day. This talisman must be recharged once a month by a qualified Enchanter.  Can enchant weapons or armor, once a week, to have one magical trait such as doing more damage to a particular sort of creature or protect from a certain sort of spell or damage.(The Enchanter and the object’s recipient must file a ticket and have the object approved and added to their character sheet.) The weapon or armor must be “recharged” after being used in battle.  Can create enchanted traps that restrain but not harm on target for up to 12 hours.

  • Advanced: The Enchanter can, once a week, create a talisman that the owner can use to cast up to two moderate level spells a day. Can enchant weapons or armor, once a week, to have two magical traits such as doing more damage to a particular sort of creature or protect from a certain sort of spell or damage.(The Enchanter and the object’s recipient must file a ticket and have the object approved and added to their character sheet.) The weapon or armor must be “recharged” after being used in battle.  Can create enchanted traps that can restrain up to 3  targets for up to 2 days. These traps can temporarily drain the physical or magical energy of the targets, but not kill them. 

 

Create Minion - Create servants out of inanimate objects. Can be bodyguards.Objects must be present at time of creation. Purpose must make sense for the object created and will only be as strong as the materials used. A suit of armor, for instance, used for guardians will fall under the Necromancy rules at the appropriate level. Animated objects will only perform the actions they are commanded to perform that are within their capabilities at the time with the Enchanter present. When crafted, the Enchanter may imbue them with a set number of commands to perform while they are not in the object’s vicinity. Commands MUST be clear and precise. Another Enchanter may attempt to take control of an enchanted object, but must roll higher than the Enchanter at the time +10. NOTE: These become sentient beings like Mrs Potts.

  • Beginner: Two Commands.

  • Moderate: Four Commands.

  • Advanced: Eight Commands.

 

Potions: Craft potions with specific magical effects. Enchanters must file a ticket with a list of proposed ingredients (Ingredients may be added by storytellers) and RP out obtaining the aforementioned ingredients. Upon successful crafting, the Enchanter will be given a NO Modify, Transferable notecard from a storyteller detailing the date of creation, date of expiration, type of potion crafted, the duration, antidotes and the effects. This card must be given to the person who will be using it and turned into a storyteller upon use. If a potion is being given to a character without their knowledge, the Enchanter will need to contact a storyteller with the details of how they intend to get the target to imbibe and a RP notecard showing success. (Be fair about how such a thing is given in RP) Once the person has taken the potion, they will be given a notecard alerting them to the effects they are under without disclosing the Enchanter. (If the victim is also an Enchanter they will have a chance to detect the potion before imbibing. It is imperative to alert a storyteller to the act so they may make the appropriate roll and either inform the target of the potion’s presence or not. If the roll (Made by a storyteller) fails, they will not be alerted.

Note: When crafting a potion that will boost or sap another skill or mimic the effects of another school of magic, the Potioneer must either have that skill/magic or 4oz of fresh blood from someone who does. (The potion may NOT recreate an effect that is higher than the skill of the person from whom the blood comes.)

 

Beginner:

  • Potions are one use.

  • Crafted Potions have a shelf life of 6 months after which the effects are halved. 

  • Crafted Potions designed to do damage will do an amount of damage = to one half the number rolled upon brewing. 

  • Beginner non-lethal potions may have only one effect on the imbiber. Effect may not increase attributes by more than one point. Effects will last one day for attribute bumps. 

  • Non-Damaging potions will last from one day to one week, depending on type.This will be determined by storytellers when the potion is approved.

Moderate: 

  • Potions may have a maximum of two doses.

  • Crafted Potions have a shelf life of one year after which the effects are halved.

  • Crafted Potions designed to do damage will do an amount of damage = to one half the number rolled upon brewing +10.

  • Moderate non-lethal potions may only have two effects upon the imbiber. Effects may not increase a single attribute higher than two points, but they may increase two attributes by one each. Effects will last one day for attribute bumps.

  • Non-damaging potions will last from one week to one month depending on the type. This will be determined by storytellers when the potion is approved.

Advanced:

  • Potions may have a maximum of four doses.

  • Crafted Potions have a shelf life of two years after which the effects are halved.

  • Crafter potions designed to do damage will do an amount of damage = to one half the number rolled + 20.

  • Advanced non-lethal potions may have no more than three effects upon the imbiber. Effects may not increase a single attribute more than two points, but may increase three attributes by one each. The effect lasts for one day for attribute bumps.

  • Non-damaging potions will last from two weeks to one month depending on the type. This will be determined by storytellers when the potion is approved.

 

Note: Potions that take another character completely out of play for longer than a few days should be used sparingly and ONLY with the other players consent. Also understand that some effects may be considered evil acts (Poisoned apple, for instance, and will potentially have consequences for non-evil characters) ALSO, poisons, or potion based curses should be discussed with the target and an agreement met.

*Enchanted objects/weapons require Staff approval to determine effects and bonuses

Wards:  Wards represent the ability to protect a space from the influence of others. It is a delicate process, even at the lower levels and takes time, even for the most skilled, to craft effectively. Breaking wards takes considerable time and effort.

  • Beginner: The character is, at this level, able to ward a small room (10x10) against one specific condition. The ward requires one full day to create and must have both sigils carved into the wall and a token representing what the ward is blocking. (If the token is stolen, or the sigils are destroyed the ward is destroyed.) Beginner enchanters may only have one active ward at a time. When a second is created the first is shut down. The created ward has an effective Hit point score of 1d10+Soul+Enchanting x 10. Attempts to breach the wall will require damage, and/or scrying scores that are equal to, or more than that number. 

  • Moderate:  The character is, at this level, able to ward two medium sized rooms (15x15) against two specific conditions. The ward requires one full day to create and must have both sigils carved into the wall and a token representing what the ward is blocking. (If the token is stolen, or the sigils are destroyed the ward is destroyed.) Beginner enchanters may only have one active ward at a time. When a second is created the first is shut down. The created ward has an effective Hit point score of 1d10+Soul+Enchanting x 10. Attempts to breach the wall will require damage, and/or scrying scores that are equal to, or more than that number. 

  • Advanced:  The character is, at this level, able to ward three large sized rooms (25x25) against three specific conditions. The ward requires one full day to create and must have both sigils carved into the wall and a token representing what the ward is blocking. (If the token is stolen, or the sigils are destroyed the ward is destroyed.) Beginner enchanters may only have one active ward at a time. When a second is created the first is shut down. The created ward has an effective Hit point score of 1d10+Soul+Enchanting x 10. Attempts to breach the wall will require damage, and/or scrying scores that are equal to, or more than that number. 

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