Unless otherwise stated, targets of Enchantment spells must be in line of sight within Charisma x 10 yards.
First Circle Enchantment Spells
Amplify: This spell greatly augments the volume of a target for an hour per success and can be cast on a person or a musical instrument.
Stamina Persistent
Charm Person: Humanoid target becomes caster’s friend, resisted with Willpower.
Appearance Persistent
Compulsion: Target has compulsion to take an action that does not cause direct harm such as dropping what they are carrying, or bursting into laughter. Resisted with Willpower, difficulty 7.
Manipulation Instant
Daze^: Target loses next action. Resisted with Willpower. Extra successes do not increase effect.
Wits Instant
Hypnotism: Fascinates one target per success, resisted with Willpower. Attacking the target breaks the spell.
Manipulation Spread
Iron Fist: Humanoid subject can inflict lethal damage with their punches and kicks for one scene. Subject may block weapons with unarmed at no penalty. If the subject has the
Living Weapon Merit, they gain +1 dice on all brawl rolls for the spells duration. Up to one person per success.
Stamina Spread
Merciful Weapon: Touch enchantment makes a normally lethal weapon inflict bashing damage, if the wielder consents to this.
Manipulation Persistent
Simple Magic Amor: Mundane armor does one extra soak die of damage for one scene.
Stamina Persistent
Simple Magic Weapon: Mundane weapon does one extra die of damage for one scene.
Dexterity Persistent
Sleep: Target falls asleep. Resisted with target’s Willpower + Stamina.
Manipulation Instant
Second Circle Enchantment Spells
Biting Magic Weapon (Merciful Weapon, Simple Magic Weapon): Mundane weapon has -1 to damage rolls for every two successes rolled, rounded up, maximum -3.
Strength Persistent
Complex Magic Amor (simple magic armor): Mundane armor has reduced soak difficulty, -1 per two successes rounded up, max -3.
Stamina Persistent
Despair (Compulsion): Cone attack inflicts one die penalty on several targets, resisted by Willpower.
Manipulation Spread
Heroism (Iron Fist): One target per two successes (round up) gains one temporary die of all non-magical abilities per scene.
Charisma Spread
Hold (Daze): Humanoid target is paralyzed for two turns per net success. Resisted by Willpower.
Manipulation Persistent
Suggestion (Compulsion, Hypnotism) : Suggestion implants an idea in the subject's mind, resisted with Willpower difficulty 4-9 based on how plausible the suggested thought is
"These aren't the droids you are looking for" would be difficulty 7" to resist, the statement sounds reasonable but it does counteract the Stormtrooper's direct orders to search all droids).
While less powerful than Charm or Dominate, Suggestion has the advantage of the suggestion having more staying power after the spell is completed and being far less likely to tip off the target that their mind was bended.
Wits Instant
Third Circle Enchantment Spells
Complex Magic Weapon (Simple Magic Weapon, Biting Magic Weapon, Merciful Weapon): Mundane weapon has -1 difficulty to attack and parry with for every two successes rolled, rounded up max -3. Alternatively, this spell can grant different traits such as enhanced dueling, shield breaking, flaming attacks, whatever sounds cool and makes sense, metaphysically speaking.
Dexterity Persistent
Dominate (Charm, Suggestion): This only works on humanoids. Resisted by Willpower. Subject is telepathically controlled by caster for one day per net success. Performing an action utterly against the subject’s nature will prompt a new Willpower roll at -1 difficulty).
ManipulationPersistent
Geas (Compulsion): Target is compelled to undertake an action or refrain from an action as long as it’s not suicidal. Effect persists for three days per net success. Resisted by Willpower.
Charisma Persistent
Improved Charm (Charm): Like Charm Person but it works on non-humanoids. If used on a humanoid the caster gets a bonus die on the casting roll.
Appearance Persistent
Improved Sleep (Sleep): One target per success falls asleep. Resisted with target’s Willpower + Stamina.
Manipulation Instant
Social Augmentation: Target gains one dot of a social attribute of the caster’s choice per success, lasting 15 minutes per success. You can take it all in one attribute or spread the successes out. Clothing actually changes slightly with the target. Raising Manipulations tends to make clothes more ordinary seem nonthreatening and raising Appearance tends to make clothing more luxurious and flattering.
Maximum is the target’s normal trait maximum plus two. Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced.
Any social attribute Persistent
Touch of Idiocy (Compulsion, Suggestion): Touch attack inflicts one level of mental attribute damage per success rolled resisted by Willpower (difficulty 7).
Manipulation Instant
Fourth Circle Enchantment Spells
Command Beasts (Geas, Dominate, Speak to Animals, Animal Ken 3+): Caster can command non-sapient animals, resisted by Willpower at difficulty 7.
Charisma Spread
Greater Despair (Despair): Cone attack inflicts two die penalty on several targets, resisted by Willpower. A successful Willpower roll only halves the effect.
Manipulation Spread
Improved Heroism (Heroism): Like Heroism, but the bonuses are doubled.
Charisma Persistent
Improved Hold (Hold): As Hold but it works on non-humanoid targets. Humanoid target’s resist with Willpower at +1 difficulty.
Manipulation Persistent
Mental Enfeeblement (Despair, Touch of Idiocy): Like touch of Idiocy but it doesn’t require a touch attack and inflicts two levels of attribute damage per success rolled.
Manipulation Instant
Power Word Stun^ (Hold, Daze): Creature is stunned for two rounds. If they fail a resisted Willpower roll, they are stunned for four rounds. If they fail a resisted Willpower + Stamina roll they are stunned for six rounds (roll together, add Stamina if first roll is failed).
Wits Instant
Fifth Circle Enchantment Spells
Confusion (Compulsion, Touch of Idiocy, Suggestion): Target becomes confused causing them to act randomly. Resisted with Willpower at +1 difficulty.
Manipulation Persistent
Mass Charm (Charm, Improved Charm): As Charm but with ten times the range. Affect three humanoids per success rolled. Target’s resist with Willpower at +1 difficulty.
Appearance Spread
Mass Sleep (Sleep): As sleep but it effects three humanoid targets or one nonhumanoid target per success.
Manipulation Instant
Mass Social Augmentation (Social Augmentation): As social augmentation but it affects two targets per success.
Any social attribute Persistent
Power Word Blind^ (per dot of Necromancy and/or Transmutation): Creature is blinded for three rounds. If they fail a resisted Willpower roll, they are stunned for six rounds. If they fail a resisted Willpower + Stamina roll they are blinded for a month, add Stamina if first roll is failed).
Wits Instant
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