Enchantment Spells V2

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 provides slight penalties. This is resisted by Willpower. 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.   Compared to other hex spells, Befuddlement is actually pleasant by comparison. Some have jokingly nicknamed this spell "Dry Drunk's Hex" 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. Manipulation Instant     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     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     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

    Burst of Pain: Attack inflicts horrible pain on one subject. Resisted with Willpower. Subjects who fail gain a one-die penalty on all dice rolls plus one die for every net success the caster received. This stacks with other dice penalties. Range is line of sight. Manipulation 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. Unlike other versions of the Fly spell, the target sprouts wings for the duration of the spell.   This spell has a Transmutation version that is cosmetically different but functionally the same.Dexterity Persistent     Halo Effect: The caster appears to be very trustworthy to individuals around them for about two hours.   Individuals around them resist with Willpower difficulty 7 against the number of succeses rolled. If they match or beat the caster's successe they are unaffected by the spell. I they win by three net successes they recognize a magical effect in play. If circumstances are really suspicious, the would be onlookers roll Willpower 6 like if say if the caster has bloody hands near a crime scene or a caster is at a formal banquet in filthy rags.   This is not mind control or hypnosis, it just means that everything the caster says and does will be taken in the best possible light. Social rolls against affect individuals are at -1 difficulty.   For example, an affected individual might not buy the horse that the caster is offering for sale, but the subject will not suspect that the subject is offloading a stolen horse despite the suspiciously low price at an unusual selling venue.   For another example, it doesn't mean a subject will automatically sleep with the caster, but it does mean will interpret a fishy seduction attempt as genuine romantic interest with no ulterior motives.   For a third example, if the guards catch the caster somewhere she is not allowed, they aren't going to give a free pass a wander around, but they will escort her out politely and gently as if this was a harmless misunderstanding.   This spell can be cast on subject other than caster at +1 difficulty.   Note this spell has been developed with very subtle incantation and somatic gestures. Casting it without verbal or somantic components bestows a +1 penalty rather than the usual +2 penalty. If the character has the Practiced Silent or Still Caster Merit, the difficulty penalty is removed entirely. Appearance Persistent     Heroism (Iron Fist): One target per two successes (round up) gains one temporary die of all non-magical abilities per scene. Charisma Spread     Luminescence: Caster glows brighly 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.   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     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 7" to resist, the statement sounds reasonable but it does counteract the Stormtrooper's direct orders to search all droids).   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 humans on foot, one horse with a rider or one human 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

    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 Step): 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’s 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     Shackles of Pain (Befuddlement, Burst of Pain): This horrifying spell does not override free will but it enchants a targets, so that they suffer great pain whenever they disobey the letter or spirit of the caster's commands. Pain inflicts die penalty equal to half the caster's successes, rounded up. Repeated defiance will inflicted a dice pool of bashing damage equal to the caster's successes, ignoring armor but soakable with Stamina.   The spell lasts an two hours per success rolled.   Willpower does not actually prevent the spell from taking hold, but high Willpower characters are better able to power through the pain. The expenditure of a temporary Willpower will half the dice penalties and provide an extra bonus die of soaking the related damage for a scene. Manipulation Persistent    

Fourth Circle Enchantment Spells

  Mind Warp: Touch attack inflicts two dice of mental attribute damage per success rolled, soaked by Willpower. 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.Any physical attribute Stamina Spread      

Fifth Circle Enchantment Spells

  Mass Mentall 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

Rare Enchantment Spells (to be developed later)

 

Third Circle

  Fast Charge: Like Fast Movement but affects a group.   Improved Waterwalking: Let's a subject walk (or run) on water for an extended period of time.
by me with Midjourney
 
by me with Midjourney

Articles under Enchantment Spells V2



Cover image: by me with Midjourney

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