Formatting code for Enchantment
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__**[[Enchanter Enchanter]]**__, __**[[Spells Spells]]**__
=====__**Enchantment Spells**__=====
__**Level 1 - Detect Enchantment**__
Spell Cost: 5, Duration: Instantaneous, Components: M, Type: Cantrip, Range: Sight, Save: None, Area of Effect: One object.
Allows the caster to detect Enchantment on any one object. This spell does not give the ability to detect the type of enchantment.
100: The caster is exhausted by the effort, and loses 1/2 total Endurance for one hour.
1: The caster can discern the type of enchantment, but not the strength of enchantment. (For example, the caster could tell that a sword gave a plus to Combat Ability, but not the amount of plus)
__**Level 1 - Enchanted Darts**__
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Cantrip, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to send glowing golden darts from the fingers at one creature, causing BC10 Raw Energy damage.
100: The darts boomerang back to the caster, who takes the damage.
1: No Power Points used.
----
__**Level 2 - Radiance**__
Spell Cost: 5, Duration: One hour, Components: S, Type: Cantrip, Range: Touch, Save: N/A, Area of Effect: Special.
The caster enchants a hand-held item, or any part thereof. Once enchanted, it will shed light in a 20-foot radius. The light may be concealed by covering the object.
100: Caster takes BC10 Raw Energy damage.
1: No Power points used. Duration is doubled.
__**Level 2 - Tinkling Bells**__
Spell Cost: 3/2, Duration: 1(+1), Components: S, Type: Normal, Range: 100 feet, Save: Perception/2 for no effect, Area of Effect: 50' radius.
With a snap of the caster's fingers, the sound of silvery, tinkling bells affects all within the area of effect who do not save, distracting them and causing a penalty of -10 to Speed for the duration of the spell.
100: The caster is distracted, suffering -10 to Speed for the stated duration of the spell.
1: No Power Points used.
----
__**Level 3 - Calm**__
Spell Cost: 5/3, Duration: 2(+2), Components: V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One creature per 5 levels.
Allows the caster to calm creatures, bringing them to a more relaxed state. The spell works only on natural emotions; if the emotion is a result of a spell, this spell cannot affect it. This spell cannot change any basic emotion, but only lessen it. Thus, an enraged creature about to attack would become merely angry and suspicious, a fearful creature would become wary, etc.
100: The emotion is intensified. If angry or enraged, the creature will immediately attack the caster.
1: The duration is doubled.
__**Level 3 - Ignore**__
Spell Cost: 3/2, Duration: 2(+1), Components: V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One target.
Allows the caster to cause one hostile creature to completely ignore her, provided that the caster has at least one ally. This spell is useful in a group fight, to turn someone's attention toward a stronger fighting companion. If the caster's allies all fall while this spell is in effect, the target is no longer affected, and will suddenly become aware of the caster as a target.
100: The target not only is aware of the caster, but is intent on destroying her.
1: The duration is doubled.
----
__**Level 4 - Minor Charm**__
Spell Cost: 5, Duration: One hour, Components: V, Type: Normal, Range: 50 feet, Save: Will/2 for no effect, Area of Effect: One creature.
Allows the caster to insinuate himself into the favor of the target creature. The target is relieved of any baseless suspicions that he feels toward the caster, and will therefore give the caster the benefit of the doubt on any suggestions that he might offer or requests that he might make. However, this trust is very tenuous, and will be broken if the target is given any concrete reason to distrust the caster. The target cannot be made to act in any way that obviously compromises his own interests. If the target saves, he becomes aware that he was targeted with a Charm effect, but is given no special knowledge of the caster's identity. In addition, the target is immune to lesser or equivalent Charm effects cast by the caster for one day.
100: The creature will immediately become hostile, possibly attacking the caster.
1: No save is possible for the onset of the spell.
__**Level 4 - Read Object**__
Spell Cost: 5, Duration: Instantaneous, Components: M/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One object.
Allows the caster to learn what enchantments are imbedded in an object or device. The object must be held by the caster in order for the spell to function. Each time the spell is cast, the Enchanter will learn one type of enchantment or the level of enchantment. For example, when reading a sword, the caster may learn that it is enchanted to do extra damage; in order to find out how much, the spell must be recast. Note that any curses or traps that may have been set on the object will always be activated during any attempt at this spell.
100: The caster must save vs IQ or the object is destroyed.
1: The caster learns all the enchantments on the object.
----
__**Level 5 - Enchanted Arrows**__
Spell Cost: 7, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to send glowing arrows at the target, which cause 2BC10 Raw Energy damage.
100: The arrows boomerang back to the caster, who must save or take the damage.
1: No Power Points used.
__**Level 5 - Weaveshield**__
Spell Cost: 10, Duration: One hour, Components: S, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
An aura of barely-visible, multicolored light surrounds the caster, forming a 15-point [[DamageTypes Energy shield]]. Additionally, the caster gains a +15 bonus to saves vs. non-damaging magical effects (Agony, Vertigo, Charm, etc).
100: Magical backlash; caster loses 2BC10 Power in addition to the casting cost.
1: Caster gains Power equal to the amount of magical damage absorbed by the Weaveshield.
----
__**Level 6 - Charm**__
Spell Cost: 10, Duration: One day, Components: V, Type: Normal, Range: 50 feet, Save: Will/2, Area of Effect: One creature.
Allows the caster to charm any creature except inherently magical creatures. The creature so charmed will regard the caster as a desirable figure and will actively try to ingratiate himself to the caster. To this end, he will heed any suggestions, advice, or requests given him by the caster. He will trust the caster over anything less than direct evidence. The target may not be compelled to perform any act which would obviously endanger his life; if his life becomes endangered while performing a task, he will act in self-defense. The creature saves vs full. Willpower if the caster asks him to do anything clearly against his alignment or religion. If the target saves at any point, he becomes aware that he was targeted with a Charm effect, but is given no special knowledge of the caster's identity. In addition, the target is immune to lesser or equivalent Charm effects cast by the caster for one day. The spell will end if the caster attacks the creature.
100: The creature will immediately become hostile, possibly attacking the caster.
1: No save is possible for the onset of the spell.
__**Level 6 - Levitate**__
Spell Cost: 8/4, Duration: 4(+2), Components: S, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: Caster.
Allows the caster to cause any one item or creature of 300 lbs or less to rise up to 100 feet. This spell does not allow movement in the air; however, the creature may push along walls, grab trees, etc. Unwilling subjects must be touched in order for the spell to work, and receive an Will/2 save to avoid the effect. The caster may fire missiles or perform actions other than spellcasting while levitating; however, he will lose all Speed.
100: The item or creature rises 30 feet and immediately crashes to the ground. If the item is breakable, it is shattered. If it is a creature, it takes 3BC6 Concussion damage.
1: No Power Points used.
----
__**Level 7 - Dome of Enchantment**__
Spell Cost: 7/3, Duration: 3(+1), Components: S, Type: Normal, Range: Caster, Save: Will/2 each round for no effect, Area of Effect: 50 feet.
Allows the caster to surround himself with a magical dome of 50 foot radius that prevents approaching the caster. A save is allowed for every round the spell is in effect; once a creature saves, he is no longer affected. This spell does not affect missiles or spells, and is most effective against creatures who must use claws and/or teeth in order to attack.
100: The energy from the spell backfires, causing the caster 2BC10 Raw Energy damage.
1: No saves are permitted.
__**Level 7 - Spook**__
Spell Cost: 7/2, Duration: 3(+1), Components: V, Type: Normal, Range: 100 feet, Save: Willpower for no effect, Area of Effect: One creature.
Allows the caster to affect a creature so that he is 'spooked' by the caster and suffers a -10 to CA and MA when attempting to attack or cast at the caster. Moreover, if the creature is at HTH with the caster, he must withdraw to missile range as soon as possible; if he has an action after the spell is cast in that round, that action must be to withdraw, and he will lose his intended action.
100: The creature receives a +10 bonus to CA and MA when attacking or casting at the caster.
1: The duration is doubled.
----
__**Level 8 - Animate**__
Spell Cost: 8/2, Duration: 3(+1), Components: S, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: One inanimate object.
The caster causes one objectÃÂÃÂweighing up to ten lbs. per caster levelÃÂÃÂto move on its own. Under the control of the caster, the object may perform any action related to its nature. Shoes can walk, dolls can dance, carts can wheel themselves. The integrity of the object cannot be violated. This effect may not cause damage or actively defend (i.e., one can animate a table to cut off an attacker, but an animated shield cannot deflect attacks).
100: The caster takes 2BC10 Raw Energy damage.
1: The initial duration is doubled.
__**Level 8 - Lore**__
Spell Cost: 10, Duration: One hour, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to enchant any one creature to receive a +15 bonus to any non-combat skill. A creature may only be under the effects of one Lore spell at a time. This spell cannot apply to Magical Theory, as the project time exceeds the duration.
100: The creature receives a -20 penalty to the appropriate skill for the remainder of the day.
1: The duration is doubled.
----
__**Level 9 - Mark**__
Spell Cost: 10, Duration: One week per level, Components: S/V, Type: Ritual, Range: Touch, Save: None, Area of Effect: One item.
The caster leaves their personal mark on a designated item. The mark is unique and invisible, but can be found with any detect magic spell. Anyone who does not say the password set by the caster takes 2BC10 Raw Energy damage per round they are in contact with the object. The Mark may be discharged any number of times in the duration. The caster will know immediately if someone touches a Marked item. The caster may maintain one Mark per every 5 levels.
100: The item shocks the caster upon enchantment. 2BC10 Raw Energy damage is taken.
1: Damage is 3BC10.
__**Level 9 - Mesmerize**__
Spell Cost: 8/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One creature.
This allows the caster to affect any single creature so that he is so fascinated by the caster that he receives a -75 modifier to all INIT rolls. He may cast and attack, but will do so with a -10 modifier to the applicable stat.
100: The spell rebounds on the caster, who loses all speed stat benefits for five rounds.
1. No save is permitted.
----
__**Level 10 - Enchanted Bolts**__
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to hurl magical bolts at any one creature causing 3BC10 Raw Energy damage.
100: The spell rebounds on the caster, who takes the damage.
1: No Power Points used.
__**Level 10 - Enchant Focus**__
Spell Cost: 25, Duration: Permanent, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Object.
Enchants a nonmagical object, worth no less than 500 ss, with up to the caster's level worth of spells. The caster may not store any spell he does not know. Non-Enchantment spells with levels greater than 1/3 the caster's may not be stored. (Example: A 10th level caster could store two 5th level enchantment spells, or one 10th level enchantment spell, or one 3rd level Illusion spell and one 7th level enchantment spell, or ten 1st level Necromancy spells.) These spells are 'stored casts' and are activated with MA rolls, but cannot be disrupted and cost no Power.
The Focus cannot be used twice in the same round, nor in a round during which the Enchanter has attempted to cast or will cast a normal spell. Only the Enchanter may use his personal Focus, which bears his 'mark'; any other person attempting to use it suffers 5BC10 damage. The Enchanter may, at any time, dispel his focus and choose a new object to cast this spell upon. Only one Personal Focus may be owned at a time.
This spell only creates a usable Focus. The spells to be stored must be cast into the Focus by the caster separately, at normal Power cost. Sustainable spells stored in a Focus will last for their initial duration only. Ritual spells cannot be stored in a Focus.
100: Object is destroyed unless the Enchanter saves vs. Will. Enchanter loses all Power.
1: Caster may add an additional 5 levels worth of spells.
----
__**Level 11 - Corona**__
Spell Cost: 15, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to enchant any one creature to receive a +10 bonus to any stat except Power or Stamina.
100: The creature receives a -10 penalty to the appropriate stat.
1: The duration is doubled.
----
__**Level 12 - Essence Trace**__
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Ritual, Range: 10 feet, Save: Special, Area of Effect: One enchantment.
The Enchanter delves into the essence of one previously detected enchantment, picking out elements of its history and general composition. In this manner, the caster learns the nature of the enchantment (as per Read Object) and the time of its creation, then traces the enchantment's ethereal connection to that creator. The Enchanter thus learns the identity, condition, and general whereabouts of the magical effect's creator. The creator gets a save vs. Intuition to sense that he is being watched; if this save is less than or equal to Int/2, then the creator realizes that he is being magically scryed. This spell takes ten minutes to cast.
100: The caster is struck blind for 24 hours.
1: In addition to the above, the caster also discerns any notable events that have occurred in the enchantment's immediate presence.
----
__**Level 13 - Dispel Magic**__
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: Special, Area of Effect: One item or area.
Using his knowledge of magic in general, the Enchanter may attempt to remove the presence of magic from a particular item, area, or spell within an area.ÃÂÃÂ Enchanted areas can be rendered mundane, magical barriers removed, etc. If successfully cast upon a magic item, that enchantment will permanently lose BC8 charges and will not function for one hour. There is a base 50% chance to dispel any magic. It is increased by the caster's level*2. The percentage is reduced by the opposing caster's level*2. Thus, a Level 15 caster attempting to remove a Level 10 illusion created by a Level 10 Illusionist would need to roll (50% + 30% - 20%) = 60% or less.
100: The caster loses all remaining Power points for the day.
1: There is a base 70% chance to dispel the magick. No Power points are used if successful.
----
**__Level 14 - Identify Magic__**
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: 10 feet, Save: None, Area of Effect: One magical effect.
This spell allows the caster to analyze a given magical effect to determine its properties. While the ritual is performed, the caster will ÃÂÃÂseeÃÂÃÂ all magical effects within ten feet, and must then select one to analyze in-depth. The caster will then learn exactly what the given effect does, the type of magic (Illusion, Mysticism, etc.), as well as the approximate level of the effect and its creator as relative to the caster's own. If used on an enchanted item, all aspects of the enchantment are revealed (and any curses triggered as normal). Anything that would react to magical tampering, such as a ward that discharged on anyone attempting to dispel it, will react to this probing. Effects of significantly higher level than the caster (more than 10 levels higher) may be only vaguely defined. The caster gains a bonus equal to his level (maximum of +20) when attempting to Dispel or disarm an effect that has been thoroughly analyzed with this spell.
100: Caster loses 3BC10 additional Power. If this puts the caster below 0, each extra point causes the loss of 2 Stamina instead.
1: No power points used. The analysis does not activate anything that would normally react to the probe (such as curses).
----
__**Level 15 - Ethereal Flare**__
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Caster summons a flare of ethereal energy around the target creature, causing 5BC8 Raw Energy damage. A save vs. Agility/2 reduces the damage by half.
100: Caster suffers 5BC8 damage.
1: No Power points used. Damage is 6BC8.
----
__**Level 16 - Flight**__
Spell Cost: 15/2, Duration: 10 minutes/5 minutes, Components: S, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
This spell allows the caster to move through the air in any direction at 100′ per round.
100: Caster is knocked unconscious at 0 Stamina.
1: No initial power used.
----
__**Level 17 - Lesser Contingency**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Caster/Special.
This spell allows the enchanter to select a single spell, which must be cast immediately after Lesser Contingency, but which does not take effect until a specified condition occurs. The condition must be phrased in 20 words or less and must relate to something reasonably within the enchanter's immediate presence; it is not possible to set Contingency conditions dependent on third persons or distant events.
When the condition occurs, the Contingency spell is released on a successful MA check (the caster need not be conscious). The stored spell must be centered on the enchanter and cannot be a Ritual. If it is a Sustainable spell, only the initial duration is stored. An Enchantment spell can be of any level equal to or less than the caster's, but a non-Enchantment spell can only be up to one-third the caster's level (fractions rounded down).
Setting a Lesser Contingency costs 10 ss per spell level. The effect lasts up to one week per caster level or until triggered, whichever occurs sooner. Only one Lesser Contingency may be in effect at a time.
100: The caster is drained of all Power and unable to cast spells for 12 hours.
1: The Lesser Contingency can store two spells.
----
__**Level 18 - Imbue Ward**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One object or 5 square feet per level.
The caster inscribes a series of magical runes on an object or about a designated area. In so doing, he creates a magical ward and imbues it with one spell to be released when the object is touched or the enchanted area is entered. The caster must designate the area of effect to be targeted by the spell; for purposes of determining range, the spell is cast from the center of the enchanted area. The caster may imbue the ward with any spell or combination of spells on the Enchanter list whose combined Levels are less than or equal to his own. Any spell from another list effectively counts as three times its actual Level. Furthermore, the caster must pay 15 ss per spell level imbued. Once triggered, the ward is deactivated until the spell is cast again, with all necessary expenditures.
100: The caster is drained of all Power for one week.
1: The ward will remain active for one additional use.
----
__**Level 19 - Sphere of Radiance**__
Spell Cost: 15/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: Caster, Save: N/A, Area of Effect: 100' radius.
The caster floods his immediate surroundings with ethereal energy, allowing him to increase the potency of any spells cast therein. While the spell is in effect, the caster may choose to assign a damage bonus to any damage spell that terminates within the Area of Effect. He may grant a bonus less than or equal to his Caster Level/4 (rounded down). This additional damage counts as Raw Energy damage. As long as the spell is in effect, the caster may boost an unlimited number of spells in this manner. If an area-effect spell is affected, only those targets within the Sphere of Radiance take additional damage. In the case of recurring damage spells, the bonus is applied only once. In the case of splittable damage spells, the bonus is divided as the Enchanter wishes.
100: The caster takes Caster Level/4 damage every time he casts or is targeted by a spell within the next five rounds.
1: Initial duration is five rounds.
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__**Level 20 - Minor Enchantment**__
Spell Cost: 50, Duration: Permanent, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One item.
One non-magical object of enchantment quality is imbued with a magical aura. The precise nature of the enchantment is determined via consultation with the Magical Theory committee. The ritual takes one hour to complete. The item must have no other magical enchantments. The caster must sacrifice anywhere from 25 to 500 XP and at least 500 ss to create the item.
100: Item detonates for 6BC12 Raw Energy damage to caster and all assisting caster. No save.
1: The item may hold another enchantment.
----
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__**[[Enchanter Enchanter]]**__, __**[[Spells Spells]]**__
=====__**Enchantment Spells**__=====
__**Level 1 - Detect Enchantment**__
Spell Cost: 5, Duration: Instantaneous, Components: M, Type: Cantrip, Range: Sight, Save: None, Area of Effect: One object.
Allows the caster to detect Enchantment on any one object. This spell does not give the ability to detect the type of enchantment.
100: The caster is exhausted by the effort, and loses 1/2 total Endurance for one hour.
1: The caster can discern the type of enchantment, but not the strength of enchantment. (For example, the caster could tell that a sword gave a plus to Combat Ability, but not the amount of plus)
__**Level 1 - Enchanted Darts**__
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Cantrip, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to send glowing golden darts from the fingers at one creature, causing BC10 Raw Energy damage.
100: The darts boomerang back to the caster, who takes the damage.
1: No Power Points used.
----
__**Level 2 - Radiance**__
Spell Cost: 5, Duration: One hour, Components: S, Type: Cantrip, Range: Touch, Save: N/A, Area of Effect: Special.
The caster enchants a hand-held item, or any part thereof. Once enchanted, it will shed light in a 20-foot radius. The light may be concealed by covering the object.
100: Caster takes BC10 Raw Energy damage.
1: No Power points used. Duration is doubled.
__**Level 2 - Tinkling Bells**__
Spell Cost: 3/2, Duration: 1(+1), Components: S, Type: Normal, Range: 100 feet, Save: Perception/2 for no effect, Area of Effect: 50' radius.
With a snap of the caster's fingers, the sound of silvery, tinkling bells affects all within the area of effect who do not save, distracting them and causing a penalty of -10 to Speed for the duration of the spell.
100: The caster is distracted, suffering -10 to Speed for the stated duration of the spell.
1: No Power Points used.
----
__**Level 3 - Calm**__
Spell Cost: 5/3, Duration: 2(+2), Components: V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One creature per 5 levels.
Allows the caster to calm creatures, bringing them to a more relaxed state. The spell works only on natural emotions; if the emotion is a result of a spell, this spell cannot affect it. This spell cannot change any basic emotion, but only lessen it. Thus, an enraged creature about to attack would become merely angry and suspicious, a fearful creature would become wary, etc.
100: The emotion is intensified. If angry or enraged, the creature will immediately attack the caster.
1: The duration is doubled.
__**Level 3 - Ignore**__
Spell Cost: 3/2, Duration: 2(+1), Components: V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One target.
Allows the caster to cause one hostile creature to completely ignore her, provided that the caster has at least one ally. This spell is useful in a group fight, to turn someone's attention toward a stronger fighting companion. If the caster's allies all fall while this spell is in effect, the target is no longer affected, and will suddenly become aware of the caster as a target.
100: The target not only is aware of the caster, but is intent on destroying her.
1: The duration is doubled.
----
__**Level 4 - Minor Charm**__
Spell Cost: 5, Duration: One hour, Components: V, Type: Normal, Range: 50 feet, Save: Will/2 for no effect, Area of Effect: One creature.
Allows the caster to insinuate himself into the favor of the target creature. The target is relieved of any baseless suspicions that he feels toward the caster, and will therefore give the caster the benefit of the doubt on any suggestions that he might offer or requests that he might make. However, this trust is very tenuous, and will be broken if the target is given any concrete reason to distrust the caster. The target cannot be made to act in any way that obviously compromises his own interests. If the target saves, he becomes aware that he was targeted with a Charm effect, but is given no special knowledge of the caster's identity. In addition, the target is immune to lesser or equivalent Charm effects cast by the caster for one day.
100: The creature will immediately become hostile, possibly attacking the caster.
1: No save is possible for the onset of the spell.
__**Level 4 - Read Object**__
Spell Cost: 5, Duration: Instantaneous, Components: M/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One object.
Allows the caster to learn what enchantments are imbedded in an object or device. The object must be held by the caster in order for the spell to function. Each time the spell is cast, the Enchanter will learn one type of enchantment or the level of enchantment. For example, when reading a sword, the caster may learn that it is enchanted to do extra damage; in order to find out how much, the spell must be recast. Note that any curses or traps that may have been set on the object will always be activated during any attempt at this spell.
100: The caster must save vs IQ or the object is destroyed.
1: The caster learns all the enchantments on the object.
----
__**Level 5 - Enchanted Arrows**__
Spell Cost: 7, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to send glowing arrows at the target, which cause 2BC10 Raw Energy damage.
100: The arrows boomerang back to the caster, who must save or take the damage.
1: No Power Points used.
__**Level 5 - Weaveshield**__
Spell Cost: 10, Duration: One hour, Components: S, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
An aura of barely-visible, multicolored light surrounds the caster, forming a 15-point [[DamageTypes Energy shield]]. Additionally, the caster gains a +15 bonus to saves vs. non-damaging magical effects (Agony, Vertigo, Charm, etc).
100: Magical backlash; caster loses 2BC10 Power in addition to the casting cost.
1: Caster gains Power equal to the amount of magical damage absorbed by the Weaveshield.
----
__**Level 6 - Charm**__
Spell Cost: 10, Duration: One day, Components: V, Type: Normal, Range: 50 feet, Save: Will/2, Area of Effect: One creature.
Allows the caster to charm any creature except inherently magical creatures. The creature so charmed will regard the caster as a desirable figure and will actively try to ingratiate himself to the caster. To this end, he will heed any suggestions, advice, or requests given him by the caster. He will trust the caster over anything less than direct evidence. The target may not be compelled to perform any act which would obviously endanger his life; if his life becomes endangered while performing a task, he will act in self-defense. The creature saves vs full. Willpower if the caster asks him to do anything clearly against his alignment or religion. If the target saves at any point, he becomes aware that he was targeted with a Charm effect, but is given no special knowledge of the caster's identity. In addition, the target is immune to lesser or equivalent Charm effects cast by the caster for one day. The spell will end if the caster attacks the creature.
100: The creature will immediately become hostile, possibly attacking the caster.
1: No save is possible for the onset of the spell.
__**Level 6 - Levitate**__
Spell Cost: 8/4, Duration: 4(+2), Components: S, Type: Normal, Range: 100 feet, Save: Special, Area of Effect: Caster.
Allows the caster to cause any one item or creature of 300 lbs or less to rise up to 100 feet. This spell does not allow movement in the air; however, the creature may push along walls, grab trees, etc. Unwilling subjects must be touched in order for the spell to work, and receive an Will/2 save to avoid the effect. The caster may fire missiles or perform actions other than spellcasting while levitating; however, he will lose all Speed.
100: The item or creature rises 30 feet and immediately crashes to the ground. If the item is breakable, it is shattered. If it is a creature, it takes 3BC6 Concussion damage.
1: No Power Points used.
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__**Level 7 - Dome of Enchantment**__
Spell Cost: 7/3, Duration: 3(+1), Components: S, Type: Normal, Range: Caster, Save: Will/2 each round for no effect, Area of Effect: 50 feet.
Allows the caster to surround himself with a magical dome of 50 foot radius that prevents approaching the caster. A save is allowed for every round the spell is in effect; once a creature saves, he is no longer affected. This spell does not affect missiles or spells, and is most effective against creatures who must use claws and/or teeth in order to attack.
100: The energy from the spell backfires, causing the caster 2BC10 Raw Energy damage.
1: No saves are permitted.
__**Level 7 - Spook**__
Spell Cost: 7/2, Duration: 3(+1), Components: V, Type: Normal, Range: 100 feet, Save: Willpower for no effect, Area of Effect: One creature.
Allows the caster to affect a creature so that he is 'spooked' by the caster and suffers a -10 to CA and MA when attempting to attack or cast at the caster. Moreover, if the creature is at HTH with the caster, he must withdraw to missile range as soon as possible; if he has an action after the spell is cast in that round, that action must be to withdraw, and he will lose his intended action.
100: The creature receives a +10 bonus to CA and MA when attacking or casting at the caster.
1: The duration is doubled.
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__**Level 8 - Animate**__
Spell Cost: 8/2, Duration: 3(+1), Components: S, Type: Normal, Range: 50 feet, Save: N/A, Area of Effect: One inanimate object.
The caster causes one objectÃÂÃÂweighing up to ten lbs. per caster levelÃÂÃÂto move on its own. Under the control of the caster, the object may perform any action related to its nature. Shoes can walk, dolls can dance, carts can wheel themselves. The integrity of the object cannot be violated. This effect may not cause damage or actively defend (i.e., one can animate a table to cut off an attacker, but an animated shield cannot deflect attacks).
100: The caster takes 2BC10 Raw Energy damage.
1: The initial duration is doubled.
__**Level 8 - Lore**__
Spell Cost: 10, Duration: One hour, Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to enchant any one creature to receive a +15 bonus to any non-combat skill. A creature may only be under the effects of one Lore spell at a time. This spell cannot apply to Magical Theory, as the project time exceeds the duration.
100: The creature receives a -20 penalty to the appropriate skill for the remainder of the day.
1: The duration is doubled.
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__**Level 9 - Mark**__
Spell Cost: 10, Duration: One week per level, Components: S/V, Type: Ritual, Range: Touch, Save: None, Area of Effect: One item.
The caster leaves their personal mark on a designated item. The mark is unique and invisible, but can be found with any detect magic spell. Anyone who does not say the password set by the caster takes 2BC10 Raw Energy damage per round they are in contact with the object. The Mark may be discharged any number of times in the duration. The caster will know immediately if someone touches a Marked item. The caster may maintain one Mark per every 5 levels.
100: The item shocks the caster upon enchantment. 2BC10 Raw Energy damage is taken.
1: Damage is 3BC10.
__**Level 9 - Mesmerize**__
Spell Cost: 8/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Will/2 for no effect, Area of Effect: One creature.
This allows the caster to affect any single creature so that he is so fascinated by the caster that he receives a -75 modifier to all INIT rolls. He may cast and attack, but will do so with a -10 modifier to the applicable stat.
100: The spell rebounds on the caster, who loses all speed stat benefits for five rounds.
1. No save is permitted.
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__**Level 10 - Enchanted Bolts**__
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Allows the caster to hurl magical bolts at any one creature causing 3BC10 Raw Energy damage.
100: The spell rebounds on the caster, who takes the damage.
1: No Power Points used.
__**Level 10 - Enchant Focus**__
Spell Cost: 25, Duration: Permanent, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Object.
Enchants a nonmagical object, worth no less than 500 ss, with up to the caster's level worth of spells. The caster may not store any spell he does not know. Non-Enchantment spells with levels greater than 1/3 the caster's may not be stored. (Example: A 10th level caster could store two 5th level enchantment spells, or one 10th level enchantment spell, or one 3rd level Illusion spell and one 7th level enchantment spell, or ten 1st level Necromancy spells.) These spells are 'stored casts' and are activated with MA rolls, but cannot be disrupted and cost no Power.
The Focus cannot be used twice in the same round, nor in a round during which the Enchanter has attempted to cast or will cast a normal spell. Only the Enchanter may use his personal Focus, which bears his 'mark'; any other person attempting to use it suffers 5BC10 damage. The Enchanter may, at any time, dispel his focus and choose a new object to cast this spell upon. Only one Personal Focus may be owned at a time.
This spell only creates a usable Focus. The spells to be stored must be cast into the Focus by the caster separately, at normal Power cost. Sustainable spells stored in a Focus will last for their initial duration only. Ritual spells cannot be stored in a Focus.
100: Object is destroyed unless the Enchanter saves vs. Will. Enchanter loses all Power.
1: Caster may add an additional 5 levels worth of spells.
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__**Level 11 - Corona**__
Spell Cost: 15, Duration: 10 rounds, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Allows the caster to enchant any one creature to receive a +10 bonus to any stat except Power or Stamina.
100: The creature receives a -10 penalty to the appropriate stat.
1: The duration is doubled.
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__**Level 12 - Essence Trace**__
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Ritual, Range: 10 feet, Save: Special, Area of Effect: One enchantment.
The Enchanter delves into the essence of one previously detected enchantment, picking out elements of its history and general composition. In this manner, the caster learns the nature of the enchantment (as per Read Object) and the time of its creation, then traces the enchantment's ethereal connection to that creator. The Enchanter thus learns the identity, condition, and general whereabouts of the magical effect's creator. The creator gets a save vs. Intuition to sense that he is being watched; if this save is less than or equal to Int/2, then the creator realizes that he is being magically scryed. This spell takes ten minutes to cast.
100: The caster is struck blind for 24 hours.
1: In addition to the above, the caster also discerns any notable events that have occurred in the enchantment's immediate presence.
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__**Level 13 - Dispel Magic**__
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: Special, Area of Effect: One item or area.
Using his knowledge of magic in general, the Enchanter may attempt to remove the presence of magic from a particular item, area, or spell within an area.ÃÂÃÂ Enchanted areas can be rendered mundane, magical barriers removed, etc. If successfully cast upon a magic item, that enchantment will permanently lose BC8 charges and will not function for one hour. There is a base 50% chance to dispel any magic. It is increased by the caster's level*2. The percentage is reduced by the opposing caster's level*2. Thus, a Level 15 caster attempting to remove a Level 10 illusion created by a Level 10 Illusionist would need to roll (50% + 30% - 20%) = 60% or less.
100: The caster loses all remaining Power points for the day.
1: There is a base 70% chance to dispel the magick. No Power points are used if successful.
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**__Level 14 - Identify Magic__**
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: 10 feet, Save: None, Area of Effect: One magical effect.
This spell allows the caster to analyze a given magical effect to determine its properties. While the ritual is performed, the caster will ÃÂÃÂseeÃÂÃÂ all magical effects within ten feet, and must then select one to analyze in-depth. The caster will then learn exactly what the given effect does, the type of magic (Illusion, Mysticism, etc.), as well as the approximate level of the effect and its creator as relative to the caster's own. If used on an enchanted item, all aspects of the enchantment are revealed (and any curses triggered as normal). Anything that would react to magical tampering, such as a ward that discharged on anyone attempting to dispel it, will react to this probing. Effects of significantly higher level than the caster (more than 10 levels higher) may be only vaguely defined. The caster gains a bonus equal to his level (maximum of +20) when attempting to Dispel or disarm an effect that has been thoroughly analyzed with this spell.
100: Caster loses 3BC10 additional Power. If this puts the caster below 0, each extra point causes the loss of 2 Stamina instead.
1: No power points used. The analysis does not activate anything that would normally react to the probe (such as curses).
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__**Level 15 - Ethereal Flare**__
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Agility/2 for half damage, Area of Effect: One creature.
Caster summons a flare of ethereal energy around the target creature, causing 5BC8 Raw Energy damage. A save vs. Agility/2 reduces the damage by half.
100: Caster suffers 5BC8 damage.
1: No Power points used. Damage is 6BC8.
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__**Level 16 - Flight**__
Spell Cost: 15/2, Duration: 10 minutes/5 minutes, Components: S, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
This spell allows the caster to move through the air in any direction at 100′ per round.
100: Caster is knocked unconscious at 0 Stamina.
1: No initial power used.
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__**Level 17 - Lesser Contingency**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Caster/Special.
This spell allows the enchanter to select a single spell, which must be cast immediately after Lesser Contingency, but which does not take effect until a specified condition occurs. The condition must be phrased in 20 words or less and must relate to something reasonably within the enchanter's immediate presence; it is not possible to set Contingency conditions dependent on third persons or distant events.
When the condition occurs, the Contingency spell is released on a successful MA check (the caster need not be conscious). The stored spell must be centered on the enchanter and cannot be a Ritual. If it is a Sustainable spell, only the initial duration is stored. An Enchantment spell can be of any level equal to or less than the caster's, but a non-Enchantment spell can only be up to one-third the caster's level (fractions rounded down).
Setting a Lesser Contingency costs 10 ss per spell level. The effect lasts up to one week per caster level or until triggered, whichever occurs sooner. Only one Lesser Contingency may be in effect at a time.
100: The caster is drained of all Power and unable to cast spells for 12 hours.
1: The Lesser Contingency can store two spells.
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__**Level 18 - Imbue Ward**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One object or 5 square feet per level.
The caster inscribes a series of magical runes on an object or about a designated area. In so doing, he creates a magical ward and imbues it with one spell to be released when the object is touched or the enchanted area is entered. The caster must designate the area of effect to be targeted by the spell; for purposes of determining range, the spell is cast from the center of the enchanted area. The caster may imbue the ward with any spell or combination of spells on the Enchanter list whose combined Levels are less than or equal to his own. Any spell from another list effectively counts as three times its actual Level. Furthermore, the caster must pay 15 ss per spell level imbued. Once triggered, the ward is deactivated until the spell is cast again, with all necessary expenditures.
100: The caster is drained of all Power for one week.
1: The ward will remain active for one additional use.
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__**Level 19 - Sphere of Radiance**__
Spell Cost: 15/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: Caster, Save: N/A, Area of Effect: 100' radius.
The caster floods his immediate surroundings with ethereal energy, allowing him to increase the potency of any spells cast therein. While the spell is in effect, the caster may choose to assign a damage bonus to any damage spell that terminates within the Area of Effect. He may grant a bonus less than or equal to his Caster Level/4 (rounded down). This additional damage counts as Raw Energy damage. As long as the spell is in effect, the caster may boost an unlimited number of spells in this manner. If an area-effect spell is affected, only those targets within the Sphere of Radiance take additional damage. In the case of recurring damage spells, the bonus is applied only once. In the case of splittable damage spells, the bonus is divided as the Enchanter wishes.
100: The caster takes Caster Level/4 damage every time he casts or is targeted by a spell within the next five rounds.
1: Initial duration is five rounds.
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__**Level 20 - Minor Enchantment**__
Spell Cost: 50, Duration: Permanent, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One item.
One non-magical object of enchantment quality is imbued with a magical aura. The precise nature of the enchantment is determined via consultation with the Magical Theory committee. The ritual takes one hour to complete. The item must have no other magical enchantments. The caster must sacrifice anywhere from 25 to 500 XP and at least 500 ss to create the item.
100: Item detonates for 6BC12 Raw Energy damage to caster and all assisting caster. No save.
1: The item may hold another enchantment.
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