Enchantment Spells

First Circle Enchantment Spells

    Amplify Voice: This spell greatly augments the volume of a target for an hour per success and can be cast on a person or on a musical instrument. Stamina Persistent       Befuddlement: A single target in line of sight afflicted with a mental haze that inflict penalties on their actions. Compared to other hex spells, Befuddlement is actually pleasant by comparison. Some have jokingly nicknamed this spell "Dry Drunk's Hex"   . This is resisted by Willpower, difficulty 7. If the caster beats the target by one or two net successes, the target suffers a one-die penalty on all actions for about an hour. If the caster beats the target by three or more net successes the target suffers a two-dice penalty for about a half hour and then an one-die penalty for an hour.   Manipulation Persistent       Compulsion: Target has compulsion to take an action or gesture as dropping what they are carrying, or bursting into laughter. Resisted with Willpower, difficulty 7.   This action cannot cause direct harm. Getting someone to stab themselves is not an option, nor can the spell entice someone to use violence against another, even if they are not a friend. Manipulation Instant      
Endure Elements: Targets avoid harm from mundane heat and cold. Each success wards one target for four hours.   Stamina Spread       Fast Movement: Doubles caster’s base speed for 10 minutes per success.   This spell has a Transmutation version that is cosmetically different but functionally the same.Any physical attribute Dexterity Persistent       Feather Fall^: Slow down a fall enough to land safely. This spell can be cast reflexively (as in mid fall)   This spell has a Transmutation version that is cosmetically different but functionally the same. Wits Instant
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      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 can be affected by this spell if the caster is close enough to touch them all in thirty seconds. Stamina Spread       Merciful Weapon: Touch enchantment makes a normally lethal weapon inflict bashing damage, if the wielder consents to this. Up to one weapon per success can be affected by this spell if the caster is close enough to touch them all in thirty seconds.   This is usually cast on melee weapons, but it can be cast on arrows or crossbow bolts, but each arrow or bolt counts as separate weapon. Manipulation Persistent       Simple Magic Weapon: Mundane weapon does one extra die of damage for one scene. This also makes weapons resistant to breakage for the spell duration.   This is usually cast on melee weapons, but it can be cast on arrows or crossbow bolts, but each arrow or bolt counts as separate weapon.   This spell can also be cast on tools, but it only applies to protection against accidental breakage though a "scene" with a tool tends to last much longer than most combats so the spell stretches out longer. Strength Persistent       Water breathing: A Scarterran target gains the ability to breathe water for one hour per success.   This spell has a Transmutation version that is cosmetically different but functionally the same. Stamina Persistent       Water Walking: Subject walks can walk on water for about an hour. This spell can also stop someone from sinking into mud or tar or a solid but fragile surface such as thin ice.   Each success can empower one human-sized subject. A horse and rider requires or human and handcart requires two successes. A full carriage requires five successes.   Convincing a horse to walk on water is not always easy though horses can be trained to get used to this. Stamina Spread    

Second Circle Enchantment Spells

    Animate Shield (shield proficiency): Enchant a shield to float near the target shield providing passive penalty of +1 to hit you for five minutes per success. If this spell is cast on a target other than caster, add +1 to the casting difficulty. Dexterity Persistent       Beast Speech (per two dots of Animal Ken, round up): The caster can magically establish two-way communication with animals in the vicinity. As long as the animal uses form of auditory communication, the caster can theoretically talk with them.   Only one species at a time can be talked. If there is a dog barking and a chicken squawking in the same area, the caster can listen to both but only talk to one animal at a time (he has to bark or squawk himself which can be amusing to onlookers).   Sometimes, communicating with beasts can be limited and frustrating.   Charisma Persistent       Darkvision: Target can see 60 feet in total darkness, though without being able to distinguish colors. At three successes this is doubled to 120 feet. It last for a scene. Perception Persistent      
Fly (fast movement, Feather Fall): Target flies for 10 minutes per success. The target subjectively repels gravity, they don't use wings or other external means of propulsion.   This spell has a Transmutation version that is cosmetically different but functionally the same.Dexterity Persistent       Heroism (Iron Fist): One target per two successes (round up) gains one temporary die of all non-magical abilities per scene. Charisma Spread       Irresistible Target: Hex forces the subject or subjects of the spell to make the caster the center of their attention. See spell articles for details.   Manipulation Persistent     Irresistible Word^: The caster issues a one word command to a single target in line of sight.   Mind bending spell resisted by Willpower, difficulty 7. If the caster wins the contest, the target must obey the command. The more successes the caster wins by, the more enthusiastically the command is followed. Three successes is needed for "surrender" to stick longer than a few rounds.   The target needs to understand the language the caster is speaking though so hand motions can transcend spoken language to an extent. A stern expression plus a pointed figure can communicate "go". A placating expression but palms up can communicate "wait".   The spell cannot trigger an involuntary bodily response nor can the command cause direct self-harm. If the caster says "die" or even "sleep", nothing happens.   The spell cannot trigger a target to do something they physically cannot do. You can't tell a non-magical human "fly" though they could interpret it as "flee".   Manipulation Persistent     Luminescence: Caster glows brightly for an hour per success. This can be cast on willing subjects other than the caster for +1 difficulty. If cast on unwilling targets but is resisted by Willpower. The glowing is normally yellow, but the caster can specify a different color for +1 difficulty.   It is normally used for those who want magical light and aren't illusions or conjurers, but it can also be used to make it hard for a prisoner to run away. It also has been used by parents to keep track of their wandering children. It has been used by military commanders to make signals. Appearance Persistent
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      Stolen Voice (Amplify Voice): Mind bengin hex makes it difficult for a target to speak or cast a spell with a verbal component. Follow for this link for a detailed description.       Tongues (Amplify Voice): Speak or read any language unless it’s a coded or ciphered. The level of successes determines how good the communication is. One success is along the lines of “Me friend, me come in peace” whereas five successes allows the caster to speak and convey complex idioms and metaphors. Intelligence Persistent       Suggestion (Compulsion) : Suggestion implants an idea in the subject's mind, resisted with Willpower difficulty 5-9 based on how plausible the suggested thought is.   "These aren't the droids you are looking for" would be difficulty 6 to resist, the statement sounds reasonable but it does counteract the Stormtrooper's direct orders to search all droids). Conversely, a bored soldier making a routine check on a wagon of cargo not actively looking for anything in particular would be difficulty 8 to resist.   While less powerful than other Enchantment mind powers, but 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       Trackless Party (Fast Movement): The caster can make a party not leave footprints in dirt, snow, or leaves for about three hours. There are similar spells in Plant theurgy and arcane Transmutation that physically destroy or remove tracks. This spell does not remove tracks, it prevents tracks from forming in the first place. It also prevents the party from leaving a scent trail for dogs and the like but it doesn't remove scents that are already there.   Each success covers two humanoids on foot, one horse with a rider or one humanoid with a handcart. Two successes is needed for a small horse drawn wagon, and three successes is needed for a large carriage.   Note, this spell only obscures physical signs of passage. It actually leaves a residual magical trail that someone with Detect Magic could potentially follow, at least for a little while. Wits Spread      

Third Circle Enchantment Spells

    Irresistible Command (Irresistible Word): As Irresistible Word with the same stipulations, but command can be a short sentence.   Manipulation Persistent       Compel the Truth (Compulsion): Mind bending spell makes a subject unable to tell a direct lie. The spell is resisted by the targets Willpower or Wits + Subterfuge pool, whichever is higher (difficulty 7). They retain some limited ability to lie by omission or refuse to speak. See spell description for details..   Manipulation Persistent       Fast Charge (Fast Movement, Feather Fall): The caster can make several willing allies double their base running speed for about fifteen minutes. Targets must be in the caster's line of sight.   Charisma Spread     Improved Water Breathing (Water breathing, Fly): This functions like the basic Water Breathing spell, but with extra effects. The spell bestows resistance the to the pressure of greater depths, and improved under water agility and improved vision underwater roughly akin to what most Scaraquans are born with.   This spell has a Transmutation equivalent that is cosmetically different but functionally the same. Stamina Persistent       Mask Scent (Trackless Party): This spell reduces a person's scent to a tiny fraction of it's normal level for about two hours per success rolled.   This spell is usually used to thwart tracking dogs and the like, but it also can potentially confuse monsters with a strong sense of smell. This can potentially confuse intelligent creatures that rely heavily on their sense of smell such as kobolds or dragons.   This spell has applications in social situations. Many smelly adventurers have used to spell to avoid offending nobles with their unwashed scent in formal settings. This spell has also been used at least once to negate the fancy perfume of a rival at a Swynfaredian formal affair. Persistent     Mental Augmentation (Darkvision): Target gains one dot of a mental attribute of the subject’s choice per success, lasting 15 minutes per success. You can take it all in one attribute or spread the successes out. Maximum is the target’s normal trait maximum plus one (normally 6). Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced.     This spell has a Transmutation equivalent that is cosmetically different but functionally the same.Any social attribute Persistent     Physical Augmentation (Fast Movement, Iron Fist): Target gains one dot of a physical attribute of the subjects' choice per success. You can take it all in one attribute or spread the successes out.   Maximum is the target’s normal trait maximum plus one (normally 6). Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced.   This spell has a Transmutation version that is cosmetically different but functionally the same.Any physical attribute Persistent       Social Augmentation (Amplify Voice, Befuddle): 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 one (normally 6). Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced.   This spell has a Transmutation version that is cosmetically different but functionally the same.Any physical attribute Any social attribute Persistent     Void Lungs (water breathing): Subject of the spell doesn't have to breath at all for 30 minutes per success. This makes the subject temporarily immune to drowning, airborne poisons, and even strangulation.   The subject of this spell cannot taste or smell anything while this spell is in effect.   This spell has a Necromancy version that is cosmetically different but functionally the same. Stamina Persistent      

Fourth Circle Enchantment Spells

    Cerebral Paralysis: Mind bending spell forces the target not to move though they will still stand or sit upright unless knocked down.   Resisted by Willpower, difficulty 7. On a tie, the target is only paralyzed for 30 seconds. Otherwise the target is frozen for ten minutes per net success the caster wins by.   Manipulation Persistent       Lesser Beast Spies (Beast Speech): See and hear out of the eyes an ears of a beast. See spell description for full details   Manipulation Persistent       Mind Warp: Touch attack inflicts two dice of mental attribute damage per success rolled, soaked by Willpower.   Range is line of sight and requires that the target's head be fully visible (though they can be wearing a helmet, mask, or hat). The target can always identify the person who attacked them, whether they soaked the damage or not.   Manipulation Instant       Overland Flight (Feather Fall, Fly, Fast Movement): Targets can fly for one hour per success. This spell has a Transmutation version that is cosmetically different but functionally the same.   Stamina Spread      

Fifth Circle Enchantment Spells

    Greater Beast Spies (Beast Speech, Lesser Beast Spies): See and hear out of the eyes an ears of a beast and nudge them to keep tabs on a target of your choosing. See spell description for full details   Manipulation Persistent     Mass Mental Augmentation (Mental Augmentation): As Mental Augmentation but it affects two targets per success. Any physical attribute Spread     Mass Physical Augmentation (Physical Augmentation): As Physical Augmentation but it affects two targets per success. Any physical attribute Spread     Mass Social Augmentation (Social Augmentation): As Social Augmentation but it affects two targets per success. Any social attribute Spread     Mental Domination: Mind bending spell which requires the target to obey the letter and spirit of all spoken commands. The target cannot harm or attack the caster even if not explicitly told not to harm the caster. This also includes most manners of obvious indirect harm such as attacking their friends or setting fire to their possessions.   Resisted by Willpower, difficulty 7.   Net Successes   Tie: The target cannot harm the caster or act against him in obvious ways (fleeing or talking back is still possible).   One Success: The target obeys the letter of all spoken commands that don't cause direct harm to the target or violate their core principles.   Two Successes: The target obeys the letter and spirit of all spoken commands that don't cause direct harm to the target or violate their core principles.   Three Successes: The target can no longer speak freely and will obey commands that inflict self harm or violate their core principles.   Manipulation Persistent     Perfect Day: Area spell that preserves a moment's weather long term, See this link for details.

Articles under Enchantment Spells



Cover image: by me with Midjourney

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